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Manual completo
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Components
1x Weather Spinner
4x Main Expansion Boards
4x Favor Boards
4x Loyalty Boards
1x Treasure Galleon Board
4x Main Expansion Boards
4x Favor Boards
4x Loyalty Boards
Boards
Minis
1x Treasure Galleon (Gold)
1x Pirate Man-o-War (Black)
5x Brigs (Black and in each player color)
Seas of Glory
Introduction
The Seas of Glory expansion is a module-based expansion, letting you pick and choose the modules and variants you think will enhance your games. The modules are numbered and include an approximation of added play time and complexity. Overall, Seas of Glory is meant for Merchants & Marauders veterans with familiarity with the base game.
How To Use The Expansion
The new Captains, Rumors, Missions and Events can integrate with the base game without learning any new rules. However, the many modules have new rules to remember and it may be advised to introduce these into your games gradually. That way you get to familiarize yourself with how each module works. Playing with all the modules is possible and can be an epic experience, but doing so prematurely may increase the chance of forgetting things and having a sub-optimal experience. The modules are numbered and generally ordered by complexity. Have fun!
Replacement Cards
Seas of Glory includes four replacement cards. The first printings of the base game had three Rumor Cards misprinted with the wrong icon. The fourth replacement card is for the “A Myriad of Goods” rumor, which makes it compatible with the Contraband module without being overpowered.
Credits
Game design: Christian Marcussen
Artwork: Chris Quilliams
Graphic Design: Philippe Guérin
Rules Layout: Olivier Lamontagne
Editing: George Orthwein
Playtesters: Anthony Yeatts, Jef Kayati, Michael Benedict, George Orthwein, Joe Michaeli, John Knox, Kris Hadley, Stephen Williams, Tor Gjerde, Kyle Woelfel
Additional Playtesters: Wade Duym, Whitney Prose, Daniel Coody, Ron Mahaffey, Connor Torres, Joe Shaw, Joseph Shaw II, Kasey Benedict, Felix Orthwein, Ethan S. King, Stacy Woelfel, Tony Baker, Carey Yeatts, Joseph Coleman, Micah Coleman, Stephanie Scott
© 2014 cF2Z Entertainment Inc.
31 rue de la Coopérative
Rigaud QC J0P 1P0 c
Canada
info@zmangames.com www.zmangames.com
Punchboard 2
Missionary Town
Naval fort
Naval fort
Prison
Prison
Missionary
Pirate Haven
Natives
Trade Station
Trade Station
Natives
Pirate Haven
Reef
Reef
Town
Santo-Batista San Philippe
Castilla del Dolor
Fort George
Tot Ziens
Torre del Diablo
Santa Anna
St. Mary’s
Ut’a Min Xiosk
Ambergris
West GoudSaa no’ fiis
Port Freeman
Victory Reef
Walker’s Cay
Holetown
3 5
6
6
4
43
4 4 5
54
4
5
Ignore Hits
Ignore Hits
no Bounties
no Bounties
no Bounties no Bounties
no raid
no raid
3 Gold per Bounty forgiven (1 nation).
Do 1 “port” activity (4 cards to buy).
Non-pirates: Move or Summon matching Navy.
Non-pirates: Move or Summon matching Navy.
3 Gold per Bounty forgiven (1 nation).
Pirates only: Rumor and Recruiting for free.
Pirates only: Rumor and Recruiting for free.
Non-pirates: Sell or Buy Goods (6 cards).
Non-pirates: Sell or Buy Goods (6 cards).
Pay 1 Cargo Card for full Repairs.
Pay 1 Cargo Card for full Repairs.
Risk “Hull” to find Cargo, Rumors, Weapons, or “Crew”.
Risk “Hull” to find Cargo, Rumors, Weapons, or “Crew”.
Do 1 “port” activity (4 cards to buy).
for 5 Gold.
Free with Raid win.
for 5 Gold.
Free with Raid win.
Attack: 1 Spanish Bounty.
Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
Win Crew Combat to claim the ship and its gold.
Captain-General
Don Juan Esteban de Ubilla
Spanish Treasure Galleon
2
---
tokens
cards
cubes
other
1 Storm Token + Plastics and
32 Contraband Cards
16 Event Cards
25 Rumor Cards
4 Galleon (Man. 1) Ship Cards
25 Mission Cards
4 Brig Ship Cards
17 Captain Cards
4 Replacement Cards
17 NPC Upgrade Tokens 12 New Special Weapons
4 Home-Port Tokens + Plastics and
8 New Ship Mods. 16 Location Tokens
8 Extra Bounty Tokens 2 NPC Spawn Tokens + Plastics and
12 cubes for Favor, Loyalty and Flexible Turns Rulebook 4 player aids Cloth bag for Flexible Turns or token draws
Missionary
Prison!
Naval Fort
Town
Natives
Pirate Haven
Trade Station
Santo-Batista
Santo-Batista
Santo-Batista
Santo-Batista
Santo-Batista
Santo-Batista
Santo-Batista
• Visit (non-pirates):
Roll Scouting. For each success you may either:
- Draw 1 Cargo Card
- Pick a Special Weapon - Draw a Rumor
- Get one “Crew”.
You receive one hit to Hull for each thing you picked up, minus one
per Seamanship success.
• Raid:
Not possible
• Visit (Anyone):
Pay 3 Gold per Bounty reduced (from one nation per visit)
• Raid:
Defense: 3 Cards (ignoring “hit” icons)
Bounties: 1+1 (one for attacking, one if successful). Bounties
match the Port.
• Visit (Anyone):
Pay 1 Cargo Card for full repairs.
• Raid:
Defense: 4 cards, Bounties: No
• Visit (Anyone):
- Free Recruiting
- May draw a Rumor (no gold cost and no roll required).
• Raid:
Defense: 4 cards, Bounties: No
• Visit (Anyone):
Do 1 port activity (4 cards for sale if ‘buying’).
Shares the Sea-Zones Good in Demand (in every way, including changing
it when selling in demand) .
[Also redraw Contraband cards meant to be sold in the port located in the
locations Sea-Zone]
• Raid:
Defense: 5 cards
Bounties: 1+1 (one for attacking, one if successful).
Bounty matches the Port.
• Visit (Anyone):
Buy or Sell goods (6 cards for sale). Shares the Sea-Zones
Good in Demand (in every way, including exchanging it when selling in
demand)
[Also redraw Contraband cards meant to be sold in the port located in the
location’s Sea-Zone]
• Raid:
Defense: 5 cards, Bounties: 1+1 (one for attacking, one if successful).
Bounties match the Port.
• Visit (non-pirates):
Move a Naval ship matching the nation of the Forts Sea-Zone, to an
adjacent Sea-Zone. If there are no Naval ships from that nation you
instead draw one from the deck and have it enter the game at the end
of the turn, using the exact same rules as if it were drawn normally
from the Event deck.
• Raid:
Defense: 6 cards
Bounties: 1+1 (one for attacking, one if successful). Bounties match the Port.
• Visit (non-pirates):
Pay 5 Gold. Go through the Glory Deck and draw the first Specialist you
find and employ him immediately. Discard and Redraw if you have
that type of Specialist employed already. Reshuffle the deck.
• Raid:
Defense: 4 cards
Bounties: 1+1 (one for attacking, one if successful). Bounties match the Port.
Bonus: If successful you get to do the “Visit” part of the prison but may
employ the specialist for free (no Gold).
Reef
Santo-Batista
rules
6 Mission Tokens 8 New Ship Mods. 6 Mission Tokens
0202020
32 Contraband Cards
TobaccoTobaccoTobacco
Stolen
Documents
Old Providence
Masts
Stolen
Documents
Stolen
Documents
Stolen
Old Providence
MastsMastsMasts333333333333333333333333333333
Documents
Old Providence
FoodFoodFoodFoodFoodFoodFoodFoodFoodFoodFoodFoodFoodFoodFoodFoodFoodFoodFoodFoodFoodFoodFoodFoodFoodFoodFood
Prisoner
Tortuga
333333333333
Cargo
333333333333333333333333333333333333333
16 Event Cards
Dutch Man-o-War
Admiral Abraham Crijnssen
At the end of the turn:
Place the Dutch Man-o-War in
the Sea-Zone of St. Maarten.
Put this card on the board.
If a Dutch Naval ship card is
already in play, then place this
card on top of it.
333333333333333333333333333333333333333333333333333333333333333
Pirate Brig
William Kidd
At the end of the turn:
Place the Pirate Brig in the
Sea-Zone of St. Maarten.
Put this card on the board in
place of the Sloop.
If the Pirate Sloop/Brig is already
in play, then place this card on
top of it.
Reward: 10 Gold
25 Mission Cards
Delicate Cargo
Earn: 5-20 Gold
Req: Influence check
Location: Tortuga
Charles Plumier, a botanist, wants
to send a collection of rare plants
to a colleague in Basse-Terre.
The plants are liable to die on the
voyage, so speed is essential.
Place 20 Gold on this mission.
Remove 5 Gold after every
Event Card drawn. Complete the
mission by taking a “port” action
in Basse-Terre before you reach
0 Gold.
The Cartographer
Earn: 20 Gold
Req: No English Bounty
Location: Bridgetown
Chart the South American coast.
Use a “scout” action to make a
successful Scouting check in these
Sea-Zones: Trinidad, Caracas,
Curaçao & Cartagena. (You may
attempt this more than once per
turn per Sea-Zone.)
Place 5 Gold in a Sea-Zone
when successful. Claim all the
gold and complete the mission
when the 4th Sea-Zone has been
successfully “scouted”.
25 Rumor Cards
Treasure Thief
You have found a map claiming
to show the location of another
Captain’s stash.
Home port on
chosen player’s
Captain Card.
(“port” action)
If successful, you manage to steal
up to 10 Gold from the Captain’s
stash before a massive amount of
guards chase you off.
Completed regardless of how
much, if any, you steal.
Golden Shipwreck
A Spanish ship carrying newly
minted coins is thought to be
shipwrecked near San Juan.
San Juan
Sea-Zone
(“scout” action)
If successful, you find the ship and
recover 10 Gold. Regardless of
your roll, the rumor has spread—
all adjacent NPC ships move to
San Juan.
Gerit van der BorghtGerit van der BorghtGerit van der BorghtGerit van der BorghtGerit van der BorghtGerit van der Borght
May re-roll a
Seamanship roll once
per Naval battle
(not Merchant Raids).
(Curaçao)
Toughness
Cargo
Crew
Cannons
Maneuverability
Toughness
Cargo
Crew
Cannons
Maneuverability
BrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrigBrig
17 Captain Cards
Seamanship
per Naval battle
Merchant Raids
).
2 1 4 3 2 1 4 3 2 1 4 3 2 1 4 3 2 1 4 3 2 1 4 3 2 1 4 3 2 1 4 3 2 1 4 3 2 1 4 3 2 1 4 3 2 1 4 3 2 1 4 3 2 1 4 3 2 1 4 3 2 1 4 3 2 1 4 3 2 1 4 3 2 1 4 3 2 1 4 3 2 1 4 3 2 1 4 3 2 1 4 3
+1 Seamanship
during Naval Combat
when selecting
the “shoot” action.
(St. John)
4 Galleon (Man. 1) Ship Cards
CrewCrew
Cannons
ManeuverabilityManeuverability
Toughness
Cargo
Crew
Cannons
Maneuverability
4 Brig Ship Cards
CrewCrew
Cannons
Maneuverability333333333333
Maneuverability333333333333333333333333333
Toughness
Cargo
Crew
Cannons
Maneuverability
4 Replacement Cards
Marooned
The infamous Captain Jake P.
Price has been was Marooned on
an island near Havana.
Havana
Sea-Zone
(“scout” action)
If successful, you find him and let
him sail to Havana in one of your
row boats. Keep this card face up.
Using his network:
• Recruiting and acquiring
rumors in Havana is free and
requires no Influence rolls.
• You can always enter Havana.
Indian Treasure
Golden Indian artifacts are said to
be hidden on a small island near
Cartagena.
Cartagena
Sea-Zone
(“scout” action)
If successful, you find the island
and its 15 Gold treasure guarded
by two “Crew” with Leadership 1.
Fight them in Crew Combat.
If you lose, your Captain is killed.
Punchboard 2
Missionary
Town
Naval fort
Naval fort
Prison
Prison
Missionary
Pirate Haven
Natives
Trade Station
Trade Station
Natives
Pirate Haven
Reef
Reef
Town
Santo-Batista San Philippe
Castilla del Dolor
Fort George
Tot Ziens
Torre del Diablo
Santa Anna
St. Mary’s
Ut’a Min Xiosk
Ambergris
West GoudSaa no’ fiis
Port Freeman
Victory Reef
Walker’s Cay
Holetown
3 5
6
6
4
43
4 4 5
54
4
5
Ignore Hits
Ignore Hits
no Bounties
no Bounties
no Bounties no Bounties
no raid
no
raid
3 Gold per
Bounty
forgiven
(1 nation).
Do 1 “port”
activity
(4 cards
to buy).
Non-pirates:
Move or
Summon
matching
Navy.
Non-pirates:
Move or
Summon
matching
Navy.
3 Gold per
Bounty
forgiven
(1 nation).
Pirates only:
Rumor and
Recruiting
for free.
Pirates only:
Rumor and
Recruiting
for free.
Non-pirates:
Sell or Buy
Goods
(6 cards).
Non-pirates:
Sell or Buy
Goods
(6 cards).
Pay 1
Cargo Card
for full
Repairs.
Pay 1
Cargo Card
for full
Repairs.
Risk “Hull”
to find Cargo,
Rumors,
Weapons,
or “Crew”.
Risk “Hull”
to find Cargo,
Rumors,
Weapons,
or “Crew”.
Do 1 “port”
activity
(4 cards
to buy).
for 5 Gold.
Free with
Raid win.
for 5 Gold.
Free with
Raid win.
Attack: 1 Spanish Bounty.
Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
Win Crew Combat to claim the ship and its gold.
Captain-General
Don Juan Esteban de Ubilla
Spanish Treasure Galleon
16 Location Tokens
M
Bounty Bounty
forgiven
Punchboard 2
Missionary
Town
Naval fort
Naval fort
Prison
Prison
Missionary
Pirate Haven
Natives
Trade Station
Trade Station
Natives
Pirate Haven
Reef
Reef
Town
Santo-Batista San Philippe
Castilla del Dolor
Fort George
Tot Ziens
Torre del Diablo
Santa Anna
St. Mary’s
Ut’a Min Xiosk
Ambergris
West GoudSaa no’ fiis
Port Freeman
Victory Reef
Walker’s Cay
Holetown
3 5
6
6
4
43
4 4 5
54
4
5
Ignore Hits
Ignore Hits
no Bounties
no Bounties
no Bounties no Bounties
no raid
no
raid
3 Gold per
Bounty
forgiven
(1 nation).
Do 1 “port”
activity
(4 cards
to buy).
Non-pirates:
Move or
Summon
matching
Navy.
Non-pirates:
Move or
Summon
matching
Navy.
3 Gold per
Bounty
forgiven
(1 nation).
Pirates only:
Rumor and
Recruiting
for free.
Pirates only:
Rumor and
Recruiting
for free.
Non-pirates:
Sell or Buy
Goods
(6 cards).
Non-pirates:
Sell or Buy
Goods
(6 cards).
Pay 1
Cargo Card
for full
Repairs.
Pay 1
Cargo Card
for full
Repairs.
Risk “Hull”
to find Cargo,
Rumors,
Weapons,
or “Crew”.
Risk “Hull”
to find Cargo,
Rumors,
Weapons,
or “Crew”.
Do 1 “port”
activity
(4 cards
to buy).
for 5 Gold.
Free with
Raid win.
for 5 Gold.
Free with
Raid win.
Attack: 1 Spanish Bounty.
Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
Win Crew Combat to claim the ship and its gold.
Captain-General
Don Juan Esteban de Ubilla
Spanish Treasure Galleon
3
nation Pirates only Rumor and Recruiting for free Pirates only Rumor and Recruiting for free Non pirates Sell or Buy Goods 6 cards Non pirates Sell or Buy Goods 6 cards Pay 1 Cargo Card for full Repairs Pay 1 Cargo Card for full Repairs Risk Hull to find Cargo Rumors Weapons or Crew Risk Hull to find Cargo Rumors Weapons or Crew Do 1 port activity 4 cards to buy for 5 Gold Free with Raid win for 5 Gold Free with Raid win Attack 1 Spanish Bounty Defeat 1 Bounty for every full 10 Gold 1 Glory Win Crew Combat to claim the ship and its gold Captain General Don Juan Esteban de Ubilla Spanish Treasure Galleon 3
---
module 1
module 2
Rumors, Missions, Events & Captains
New Special Weapons
Added play time: None Added complexity: None
Added play time: None Added complexity: Moderate
The amount of Rumors, Missions and Captains are doubled. The new cards can either be shuffled in with the cards from the base game, or used separately as new decks. If the 16 new Event Cards are used they must be used together with the Event Cards of the base game. The text on some of the cards assumes familiarity with the base game. For instance, they may result in two nations going to war without explaining how wars are handled. It simply means that you do what the War Event Card in the base game says. New NPC Events include Naval Man-o-Wars that appear even without an active War (use a brown galleon from the base game) as well as NPC Pirate Brigs and Man-o-Wars (use the new black miniatures included). As in the base game, any 2 Man-o-Wars in the same Sea-Zone do not “scout” for players.
Mission Tokens
To make more space on the board you can choose to use the new Mission Tokens. Place active missions next to the board. Put a Mission Token in the Sea-Zone where the mission can be claimed, and place the Mission Token with the matching number on the Mission Card. There are three pairs of Mission Tokens. The third pair is used for the new “Employers Calling” Event Card which adds a 3rd Mission to the game.
Home-Port Tokens
A flag token in each player’s color can be placed on each player’s home-port for easier identification.
NPC Spawn Tokens
Two flag tokens are also provided to help remind players where new NPCs will appear at the end of the turn when an NPC Event Card is drawn. The brown flag is used for Naval Ships and the black flag is used for NPC Pirates.
Three new Special Weapons can be added to the game; Heated Shot, Double Shot and Caltrops. A ship can now hold up to six Special Weapons (one of each type). As in the base game, the new Special Weapons can still be spent in Merchant Raids to convert a failed die, but each have a unique effect when used in Naval Combat.
Heated Shot: Spend (discard token) after rolling hit-locations and rolling at least one “Skull”. The “Skulls” rolled do no damage, but the enemy ship catches fire! (Place the Heated Shot token on the enemy ship card.) Prior to every new Naval combat round, the targeted Ship receives 1 point of damage to a location of the target Captain’s choice. Once Crew Combat begins or the battle ends remove the Heated Shot Token—no further damage is done.
Example: Blue’s Frigate Fires 3 hits on Red, rolling 2 “Skulls” and a “4” for hit-locations. Blue decides to use Heated Shot and places the token on Red’s ship card. Red applies the “4” which hits her “Cannons”. Neither of the 2 “Skulls” do any damage this round. Before the next round, Red will have to choose a hit-location to damage.
Double Shot: Spend (discard token) after rolling hit-locations, to make up to two “Skull” hits do one extra hit each. Apply non-“Skull” hits first. Then evenly apply all “Skull” hits to as many different non-empty hit-locations as possible (target Captain’s choice). May not be combined with other Special Weapons (e.g. using Chain-shots to turn “Skulls” into “Mast” hits).
Example: Red’s Galleon Fires 4 hits on Blue, rolling 3 “Skulls” and a “2” for hit-locations. Red decides to use Double Shot. First, Blue applies the “2” which destroys his “Masts”. The Double Shot adds 2 “Skulls” meaning Blue now has 5 total “Skull” hits to apply! Blue’s “Cargo” was already destroyed so the first 3 hits must be to his “Hull”, “Crew” and “Cannons”. Blue would rather sacrifice his “Crew” but the remaining 2 hits must also be spread as evenly as possible, so Blue chooses “Crew” and “Hull”.
Caltrops: Spend (discard token) after a seamanship contest where you chose to “board” (regardless of who won the roll). On the following combat round, the enemy Captain has a +1 penalty (min. 1) on his/her next seamanship or Leadership roll (seamanship if you lost and didn’t manage to board, or Leadership if you did).
Note: You MAY use both Grappling Hooks and Caltrops in the same combat round. However, only one special ammunition (Chain-shot, Grapeshot, Heated Shot, or Double Shot) can be spent per combat round.
Sea-Zone where the mission can be claimed, and place galleon from the base game) as well as NPC Pirate
War & Peace
WAR!
If no active war:
1) Take a Bounty Token from each nation, randomly draw 2 and place them in the “At War!” space.
2) Exchange the Frigates of these nations for Man-o-Wars. Captains of these nationalities cannot enter enemy ports.
PEACE!
If two nations are at war:
Everything is normalized. Empty the “At War!” space and revert Man-o-Wars back to Frigates.
Two flag tokens are also provided to help remind players where new NPCs will appear at the end of the turn when an NPC Event Card is drawn. The brown flag is used for Naval Ships and the black flag is used for NPC Pirates.
Forbidden Date
Earn: 5 Gold & Gold+Cargo from a Merchant Raid
Req: Influence check
Location: Petite Goave
The governor’s annoying wife, Christine la Croix, is having an affair. She is with her lover on board the first merchant you find. Perform a successful Merchant Raid on that merchant to complete the job.
You get no Bounty Token, nor a Glory Point for a 12+ plunder.
“Bring home my good-for-nothing wife… oh – and please don’t tell anyone.”
: 5 Gold & Gold+Cargo
Merchant Raid
Forbidden Date
Is considered a non-pirate with no Bounties unless he has 3 or more Bounties total.
( Trinidad )
Home-Port Tokens
A flag token in each player’s color can be placed on each player’s home-port for easier identification.
4
Merchant Raid Req Influence check Location Petite Goave The governor s annoying wife Christine la Croix is having an affair She is with her lover on board the first merchant you find Perform a successful Merchant Raid on that merchant to complete the job You get no Bounty Token nor a Glory Point for a 12 plunder Bring home my good for nothing wife oh and please don t tell anyone 5 Gold Gold Cargo Merchant Raid Forbidden Date Is considered a non pirate with no Bounties unless he has 3 or more Bounties total Trinidad Home Port Tokens A flag token in each player s color can be placed on each player s home port for easier identification 4
---
module 3
module 4
New Ship Mods
NPC Upgrades
Added play time: None Added complexity: Minor
Added play time: None Added complexity: Minor
Setup
Add the new Ship Mods you wish to play with to the original 16 Ship Mod tokens before distributing them. After distributing them, place the remaining tokens face down (or in a cup) without looking at them, to form a reserve pool.
Powers
Carved Hull:
Your opponent has -1 seamanship (minimum 1) when either of you selects “Flee” during Naval Combat.
Crow’s Nest:
You may add 1 die to a scouting roll (prior to rolling) or subtract 1 die from an enemy’s scouting roll (minimum 1, and prior to scouting for you). This ship mod only works as long as you have fully repaired “Mass”.
Smuggler’s Hold:
Module dependent: only use with the contraband module.
One Contraband does not take up a Cargo space, is “invisible” to NPCs and is immune to cards and damage effects. Whenever relevant, pick which Contraband card you want to be immune.
The Plank:
Module dependent: only use with the loyalty module.
Avoid a loss on the Loyalty Track when an NPC Event Card is drawn by choosing one of the following: Roll Leadership and succeeding or (if at sea) discarding a “Crew”. You may not first try Leadership and then discard a “Crew” if failed. You must select either of the two methods per drop.
Re-entering the Game
When a player ship with Ship Modifications is sunk, sold or discarded, you place any Ship Mods back with the unused Ship Mods in the reserve pool. Then randomly draw a number of Ship Mods matching the amount you just discarded and have them re-enter the game as normal: the player owning the ship places them randomly and face down in any port of his or her choosing that is currently without Ship Modification tokens (or back in the pool once all ports have a Ship Mod.—possible with the Ship Mod. Market below).
Ship Mod. Market (Optional rule)
If a port has no Ship Mod. when taking a “port” action, you may draw one random Ship Mod. from the reserve pool. You can either buy it, or place it face up for sale in the port you are currently in.
Setup
This module features 17 NPC Upgrade Tokens (a collective term used for what is both NPC Ship Mods. and NPC Special Weapons).
Place the 17 NPC Upgrade Tokens face down next to the board (or in a cup near the NPCs) to form a reserve pool.
If you aren’t using the new Ship Mods. or Special Weapons modules, then remove the matching NPC Upgrade Tokens from the pool.
Drawing Upgrades
Every time you draw an NPC Event Card, you draw a random NPC Upgrade Token and place it on the card. The NPC ship gains the abilities matching the NPC Upgrade Token on its card.
If you draw the “0” token, the NPC has no upgrade; return the “0” token back into the pool. If you draw the “2” token, it means the NPC has two upgrades; draw two new tokens and then place the “2” token back into the pool. (Redraw the “0” token when drawing two upgrades.)
When a new NPC of the same nation/type is drawn (covering an existing NPC Card), the token on the old card is returned and then a new token is drawn for the new card. Similarly, when an NPC with other NPC Cards beneath it is defeated, a new token is drawn for the new active NPC (regardless of what token it previously had). In other words, only the top NPC Card of each type should have an NPC Upgrade Token, and you draw a token every time an NPC is drawn or revealed.
Circumstantial rules
• During “War & Peace” Events, NPC Frigates that “become” Man O Wars, or vice versa, simply keep their current token(s).
• Draw a new token if a Man-o-War ends up with an upgrade it can’t have (for instance, Hammocks or Extra Cannon).
• After a battle an NPC gets its Special Weapon upgrade back after it is used. So if it had Grappling Hooks and used them, it would have Grappling Hooks again after the battle, provided it survived.
• If an NPC has the Crow’s Nest, it will always use it when scouting and the player who will control it during a battle may decide if the Crow’s Nest is used to avoid being found.
Defeating an NPC with Upgrades
If an NPC with upgrades is sunk you return the NPC Upgrade Tokens back into the pool.
If you defeat an NPC in Crew Combat, you may keep any unspent NPC Special Weapon upgrades if you have the room for them. Place them on your board as normal and put them back with the other NPC Upgrade Tokens when used, sold, or if your ship is sunk.
If you claim the ship, it keeps its upgrades. Place the NPC Upgrade Tokens on your Player Board in the appropriate areas. These upgrades are placed back with the other NPC Upgrade Tokens if your ship is sunk or sold.
Carved Hull:
Your opponent has -1 seamanship (minimum 1) when either of you selects “Flee” during Naval Combat.
Crow’s Nest:
You may add 1 die to a scouting roll (prior to rolling) or subtract 1 die from an enemy’s scouting roll (minimum 1, and prior to scouting for you). This ship mod. only works as long as you have fully repaired “Mass”.
Smuggler’s Hold:
Module dependent: only use with the contraband module.
One Contraband does not take up a Cargo space, is “invisible” to NPCs and is immune to cards and damage effects.
The Plank:
Module dependent: only use with the loyalty module.
Avoid a loss on the Loyalty Track when an NPC Event Card is drawn by choosing one of the following: Roll Leadership and succeeding or (if at sea) discarding a “Crew”.
Four new Ship Modifications are added to the game: Carved Hull, Crow’s Nest, Smuggler’s Hold and The Plank.
0002000222
5
enemy s scouting roll minimum 1 and prior to scouting for you This ship mod only works as long as you have fully repaired Mass Smuggler s Hold Module dependent only use with the contraband module One Contraband does not take up a Cargo space is invisible to NPCs and is immune to cards and damage effects The Plank Module dependent only use with the loyalty module Avoid a loss on the Loyalty Track when an NPC Event Card is drawn by choosing one of the following Roll Leadership and succeeding or if at sea discarding a Crew Four new Ship Modifications are added to the game Carved Hull Crow s Nest Smuggler s Hold and The Plank 0002000222 5
---
module 5
module 6
module 7Ships
Treasure Galleon
Contraband
Added play time: approx. 5 minutes Added complexity: Minor
Added play time: approx. 5 minutes
Added complexity: Minor-Moderate
Brig
The Brig costs
20 Gold (sells for 5),
but does not award
a Glory Point when
purchased. Its large
Cargo and added
defense capabilities
make it a good all-
purpose ship, viable for both pirates and merchants.
note: if you play with the Brig you should also use the new
Galleon cards. This makes the choice of a new ship a more
interesting one.
Setup
This module adds
a Spanish Treasure
Galleon NPC to
the game. Place the
Treasure Galleon
miniature (the gold
colored Galleon) in the
Cartagena SeacZone.
Take the Treasure
Galleon Board and place it face up. It holds the seats
of its Captain and is also where you place the gold it is
transporting.
Movement & Gold
The Treasure Galleon moves like other NPCs, in the
direction of the first move icon (upper left) of any Event
Card featuring move icons (no matter which specific
nation or pirate icon it is). The Treasure Galleon has no
hunt criteria and never initiates a battle.
When the Treasure Galleon moves, you also place 50 Gold
on the Treasure Galleon Board. The total on the board
is the amount of gold that an attacker can plunder from
the ship.
Attacking the Treasure Galleon
Player Captains can “scout” for and attack the Treasure
Fleet when in the same SeacZone.
If successful:
• A Naval battle begins and you receive 1 Spanish
Bounty.
If you defeat the Galleon you get:
• 1 Glory Point
• 1 additional Spanish Bounty for every 10 Gold on the
Treasure Galleon Board (rounded down).
• Plunder: If you won through Crew Combat, you may
claim the Galleon as your ship and/or all the gold on its
board. There is no Cargo to plunder.
Like all other NPCs, the Treasure Galleon is fully
repaired between battles. If defeated, the Treasure
Galleon is out for the rest of the game.
Treasure Galleon together
with other modules/variants
The Treasure Galleon is subject to any other modules
or variants added. For instance, if you play with NPC
Upgrades, you also draw one for the Treasure Galleon.
Likewise, if you play with the lowered Maneuverability
for Galleons, this also affects the Treasure Galleon.
Seas of Glory adds a medium sized ship to the game—
the Brig. You will also find alternative Ship Cards for
Galleons with reduced Maneuverability.
The Spanish Treasure Galleons collected gold and silver from around the Caribbean and transported it back to Europe.
A Treasure Galleon was a risky, but profitable and glorious target.
The Brig costs
Toughness
Cargo
Crew
Cannons
Maneuverability
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Toughness
Cargo
Crew
Cannons
Maneuverability
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Stolen
Documents
Old Providence
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Stolen Stolen
Documents
Stolen
Documents
Stolen
Old Providence
Documents
Old Providence
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FoodFoodFoodFoodFoodFoodFoodFoodFoodFoodFoodFood
Prisoner
Tortuga
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Cargo
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Setup
Shuffle the 32 Contraband Cards into the Cargo Deck. These 32 Contraband Cards can work like normal Cargo
Cards or act
as
Contraband—a
new type of cargo
consisting of illegal or
embargoed goods.
Getting Contraband
Whenever you draw Cargo Cards there is a chance that
some of them will feature the Contraband option.
When buying Cargo, do the following in order:
1) Redraws: Redraw any cards that show the good in
demand as usual, but also cards showing Contraband
that is supposed to be sold in the port you currently
are in (for instance, being in Havana
and drawing a Contraband Card
asking to be sold in Havana).
2) Buy Contraband: If any of the cards
are Contraband Cards, you may choose to buy them
as such for 30 Gold each (regardless of how many you
draw). If bought, you place them on the Contraband
space on the Main Expansion Player Board.
3) Buy regular Cargo: Any cards not bought as
Contraband work just like normal Cargo Cards
(including reducing the price of cards featuring the
same good). Place on the regular Cargo space if
bought.
When getting Cargo Cards from Merchant Raids,
Rumor/Mission rewards, etc., you may place any cards
showing the Contraband option on either your regular
Cargo space or your Contraband space. As when buying,
where the Cargo Card is placed defines what it is.
Selling Contraband
Contraband can only be sold in the port listed on the
card. To sell the card, you simply present it during
that is supposed to be sold in the port you currently
Prisoner
Havana
Low Maneuverability Galleons
Included are Ship Cards where the Galleon’s Maneuverability has been lowered to “1”.
This makes it less
efficient in battle
and very poor for
Merchant Raids (i.e. a poor pirate ship).
When should I use the modified Galleon?
• When playing with the Brig (to make choice of ship
interesting).
• When playing with the Flexible Turns or Cutthroat
Variant (due to increased chance of PvP combat).
• If after many plays you feel that the Galleon is
overpowered compared to the Frigate.
Added play time: None Added complexity: Minor
Punchboard 2
Missionary
Town
Naval fort
Naval fort
Prison
Prison
Missionary
Pirate Haven
Natives
Trade Station
Trade Station
Natives
Pirate Haven
Reef
Reef
Town
Santo-Batista San Philippe
Castilla del Dolor
Fort George
Tot Ziens
Torre del Diablo
Santa Anna
St. Mary’s
Ut’a Min Xiosk
Ambergris
West GoudSaa no’ fiis
Port Freeman
Victory Reef
Walker’s Cay
Holetown
3 5
6
6
4
43
4 4 5
54
4
5
Ignore Hits
Ignore Hits
no Bounties
no Bounties
no Bounties no Bounties
no raid
no
raid
3 Gold per
Bounty
forgiven
(1 nation).
Do 1 “port”
activity
(4 cards
to buy).
Non-pirates:
Move or
Summon
matching
Navy.
Non-pirates:
Move or
Summon
matching
Navy.
3 Gold per
Bounty
forgiven
(1 nation).
Pirates only:
Rumor and
Recruiting
for free.
Pirates only:
Rumor and
Recruiting
for free.
Non-pirates:
Sell or Buy
Goods
(6 cards).
Non-pirates:
Sell or Buy
Goods
(6 cards).
Pay 1
Cargo Card
for full
Repairs.
Pay 1
Cargo Card
for full
Repairs.
Risk “ Hull ”
to find Cargo,
Rumors,
Weapons,
or “Crew”.
Risk “ Hull ”
to find Cargo,
Rumors,
Weapons,
or “Crew”.
Do 1 “port”
activity
(4 cards
to buy).
for 5 Gold.
Free with
Raid win.
for 5 Gold.
Free with
Raid win.
Attack: 1 Spanish Bounty.
Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
Win Crew Combat to claim the ship and its gold.
Captain-General
Don Juan Esteban de Ubilla
Spanish Treasure Galleon
6
nation Pirates only Rumor and Recruiting for free Pirates only Rumor and Recruiting for free Non pirates Sell or Buy Goods 6 cards Non pirates Sell or Buy Goods 6 cards Pay 1 Cargo Card for full Repairs Pay 1 Cargo Card for full Repairs Risk Hull to find Cargo Rumors Weapons or Crew Risk Hull to find Cargo Rumors Weapons or Crew Do 1 port activity 4 cards to buy for 5 Gold Free with Raid win for 5 Gold Free with Raid win Attack 1 Spanish Bounty Defeat 1 Bounty for every full 10 Gold 1 Glory Win Crew Combat to claim the ship and its gold Captain General Don Juan Esteban de Ubilla Spanish Treasure Galleon 6
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Stolen Documents
Old Providence
Masts
the “Sell Goods” port activity and take 10o Gold. The different types of Contraband (“Prisoner”, “Embargoed Goods”, etc) are only for favor. They are all mechanically alike.
GLORY POINTS: Get 1e Glory Point for every 2e Contraband you sell. To keep track, place the two sold Contraband Card behind your Captain Card and place it in the discard pile when the second is sold (along with the second card). If your Captain dies, a Contraband card behind your Captain Card is kept for your new Captain.
Note: Single Contraband Cards do not count as 1/2 e points for purposes of scoring, i.e. tie-breakers.
Traveling with Contraband
Naval ships will scout for any non-pirate player with Contraband (but do not hunt for them—i.e do not move towards them).
If found, the non-pirate Captain may either:
a) Resist and attack the NPC (getting a Bounty as if starting the battle).
b) Discard all Contraband Cards to avoid the battle.
No changes are made to Naval ship Scouting in regards to Pirate players with Contraband. (Naval Ships will continue to scout and attack as normal.)
Important Terms
Whenever the rules or cards refer to Cargo, Cargo Cards or Goods, they refer to all kinds of cargo cards, both specific goods and Contraband. For example, Nassau’s Sea-Zone ability would also allow you to buy Contraband Cards for 2o Gold each (still selling for 10).
However, if you are asked to buy or draw a card with a specific good (such as “Textiles” or “Rum”) you must ignore any Contraband option and place it with regular Cargo. Likewise, if you must discard or sell a specific good it would also have to come from your regular Cargo space.
Similarly, if a rule refers to Contraband, then specific goods do not apply and the good shown on the Contraband Card is irrelevant. Only Cargo Cards placed on the Contraband space of the player mat qualify.
Taking Damage to Cargo
When you are forced to discard cards due to damage or otherwise, for each card you may choose to discard one from the regular Cargo space or the Contraband space (the card is still selected randomly from all cards on the chosen space, if necessary). If there are no cards remaining in one space, you must choose the other.
Important!
Remember to use the replacement “A Myriad of Goods” Rumor Card when using this module. The card as originally written becomes overpowered.
different types of Contraband (“Prisoner”, “Embargoed Goods”, etc) are only for favor. They are all mechanically module 8 Wind and Weather
Added play time: approx. 5 minutes Added complexity: Moderate
Wind Direction
Spin the Weather Spinner at the beginning of the turn prior to the Event Card draw. It will land on one of the 8 directions marked. The direction it ends on is the wind direction until it is spun again (prior to a new Event Card). You may take a free “Move” action in the wind direction once per turn, but it takes two actions the first time you move against the wind in a turn. (The second time takes only 1 action as normal.)
Example: The Weather Spinner lands on NW. Red has a rumor in the Caracas Sea-Zone so she decides that it is worth it to sail against the wind to the SE spending 2 actions. A third action is spent attempting the rumor but it fails. Red’s turn would be over, but she decides that returning to The Caribbean Sea Sea-Zone makes sense, so she spends a free extra action moving back NW with the wind direction.
The Storm Token
In conjunction with the Wind Direction rules you may also use the on-board Storm Token. When playing with it, you place the Storm Token on the transparent pin, and put it in The Caribbean Sea Sea-Zone at the beginning of the game. The Storm Token moves in the direction determined by the Wind Spinner immediately after spinning it. If the direction is unavailable, move it to the next possible Sea-Zone in a clockwise direction (like NPCs).
Storm Effects
Captains receive 3 random hits minus 1 for every Seamanship success when:
• Moving into a Sea-Zone with the Storm Token (including leaving port in the same Sea-Zone).
• Starting his/her turn at sea in the Sea-Zone with the Storm Token.
Storm Event Cards
No changes are done to the “Storm” Event Cards. Captains may find themselves in situations where they need to deal with both the Storm Token and an Event Card Storm.
Captain Christian Marquis
Captain Christian Marquis also ignores the Storm Token.
in the direction determined by the Wind Spinner immediately after spinning it If the direction is unavailable move it to the next possible Sea Zone in a clockwise direction like NPCs Storm Effects Captains receive 3 random hits minus 1 for every Seamanship success when Moving into a Sea Zone with the Storm Token including leaving port in the same Sea Zone Starting his her turn at sea in the Sea Zone with the Storm Token Storm Event Cards No changes are done to the Storm Event Cards Captains may find themselves in situations where they need to deal with both the Storm Token and an Event Card Storm Captain Christian Marquis Captain Christian Marquis also ignores the Storm Token
NPCs
NPCs in a Sea-Zone with the Storm Token never “Scout” for players. However, NPCs are not affected by Storm damage or Wind Direction.
The Wind and Weather module has two parts. One deals with wind direction and the other adds an on-board storm. You can play with wind direction without the on-board storm if you like.
at the beginning of the turn prior to the Event Card draw. It will land on one of the 8 directions marked. The direction it ends on is the wind direction until it is spun again (prior to a new Event Card).
per
time you move against the
wind in a turn. (The second time takes only 1 action as normal.)
Sea-Zone so she decides that it is worth
it to sail against the wind to the SE spending 2 actions. A third
action is spent attempting the rumor but it fails. Red’s turn would
Sea-Zone
makes sense, so she spends a free extra action moving back NW with the
Example: The Weather Spinner lands on NW. Red has a
7
---
module 9 Location Tokens
Added play time: None Added complexity: High
Setup
Place the 16 Location Tokens randomly (but face up) in all Sea Zones except The Caribbean Sea. To ensure game balance, if the two Trade Stations end up in adjacent Sea-Zones, then shuffle a few Locations around until they are no longer adjacent.
Visit a Location
When at sea, a Captain may spend an action to Visit the Location in their Sea-Zone (only once per turn, per Location). A Captain does not have to “Move” to the Location first. When visiting a Location, the Captain may perform the activities offered by the Location. Some Locations restrict who can visit them. (For instance, the Pirate Haven can only be visited by pirates. Others, like the Town, can be visited by anyone, even pirates.)
• Locations are not regarded as ports.
• Captains can still be scouted for and attacked even if they have just visited a Location. (They remain in the Sea-Zone.)
• Locations are never affected by the abilities written in each Sea-Zone.
Location Raid
When at sea, Captains may also spend an action to Raid a Location in the same Sea-Zone (no scouting roll required), even if they have visited it that turn. Like Merchant Raids, it is only possible to attempt a Location Raid if the player’s ship has no destroyed hit-locations.
1) Draw the number of Cargo Cards indicated on the Location and line them up in front of you. Hit Icons represent the Location’s cannon-fire on you and Escape Icons represent soldiers/pirates/militia/visitors ready to fight you on land, as well as general preparedness.
2) Bombardment: You may roll 1 die for each of your “Cannons”. You roll 1 die at a time and discard a card of your choice for each success you make. You can stop the bombardment prior to any roll.
Special weapons do not affect bombardment.
3) Receive hits: Each remaining Hit Icon either inflicts 1 hit to your ship at the indicated hit-location, or 2 hits to that hit-location if the number of Escape Icons matches or beats your ship’s Maneuverability. If your “Hull” is destroyed you sink and die. Any other destroyed hit-location means the raid fails. If none of your ship’s hit-locations are destroyed, you may continue the ground assault. You may also retreat and end the attack at this point.
4) Ground Assault: Roll Leadership. Receive 1 hit to “Crew” for each remaining Escape Icon minus 1 for every Leadership success you made. If your “Crew” is reduced to “0”, you are killed.
This is considered a single round of crew combat in regards to Glory cards and captain/specialist abilities.
If you survive, you get gold matching the plunder value of the cards and may take as many of the remaining Cargo Cards as you have room for. Then remove the Location Token from the board for the rest of the game. Remember to gain any Bounties when attacking or succeeding the raid as noted on the Location Token.
GLORY POINT: If you plunder 12+ Gold, you are awarded a Glory Point.
Note: Location Raids are not considered “Merchant Raids” for purposes of Glory cards and special abilities. However, cards and abilities that specifically say “battle” are allowed (e.g. after a “battle”, once per naval “battle”, after succeeding a boarding “battle”, etc.). Cards and abilities which say “crew combat” may also be used after the Ground Assault begins.
The Location Tokens represent notable locations found in each Sea Zone across the Caribbean. There are 8 different types of Locations—two of each. All Locations can be Visited, and most can be Raided.
to gain any Bounties when attacking or succeeding the raid as noted on the Location Token GLORY POINT If you plunder 12 Gold you are awarded a Glory Point Note Location Raids are not considered Merchant Raids for purposes of Glory cards and special abilities However cards and abilities that specifically say battle are allowed e g after a battle once per naval battle after succeeding a boarding battle etc Cards and abilities which say crew combat may also be used after the Ground Assault begins The Location Tokens represent notable locations found in each Sea Zone across the Caribbean There are 8 different types of Locations two of each All Locations can be Visited and most can be Raided
Punchboard 2
Missionary
Town
Naval fort
Naval fort
Prison
Prison
Missionary
Pirate Haven
Natives
Trade Station
Trade Station
Natives
Pirate Haven
Reef
Reef
Town
Santo-Batista San Philippe
Castilla del Dolor
Fort George
Tot Ziens
Torre del Diablo
Santa Anna
St. Mary’s
Ut’a Min Xiosk
Ambergris
West GoudSaa no’ fiis
Port Freeman
Victory Reef
Walker’s Cay
Holetown
3 5
6
6
4
43
4 4 5
54
4
5
Ignore Hits
Ignore Hits
no Bounties
no Bounties
no Bounties no Bounties
no raid
no raid
3 Gold per Bounty forgiven (1 nation).
Do 1 “port” activity (4 cards to buy).
Non-pirates: Move or Summon matching Navy.
Non-pirates: Move or Summon matching Navy.
3 Gold per Bounty forgiven (1 nation).
Pirates only: Rumor and Recruiting for free.
Pirates only: Rumor and Recruiting for free.
Non-pirates: Sell or Buy Goods (6 cards).
Non-pirates: Sell or Buy Goods (6 cards).
Pay 1 Cargo Card for full Repairs.
Pay 1 Cargo Card for full Repairs.
Risk “Hull” to find Cargo, Rumors, Weapons, or “Crew”.
Risk “Hull” to find Cargo, Rumors, Weapons, or “Crew”.
Do 1 “port” activity (4 cards to buy).
for 5 Gold.
Free with Raid win.
for 5 Gold.
Free with Raid win.
Attack: 1 Spanish Bounty.
Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
Win Crew Combat to claim the ship and its gold.
Captain-General
Don Juan Esteban de Ubilla
Spanish Treasure Galleon
---
Pirate Haven
• Visit (Pirates only):
- May Recruit for free (no roll required).
- May draw a Rumor Card (no gold cost and no roll required).
• Raid:
Defense: 4 cards
Bounties: None
Naval Fort
• Visit (non-pirates only):
Move a Naval ship matching the nation of the Fort’s Sea-Zone to an adjacent Sea-Zone. If there isn’t one from that nation on the board, you may instead go through the Event Card deck and draw the first matching one you find (reshuffle the draw deck). The drawn NPC card acts as an extra Event Card draw (affecting the Loyalty Track) entering the game at the end of the turn per normal rules.
• Raid:
Defense: 6 cards
Bounties: 1+1c (one for attacking, one if successful). Bounties match the local port.
Reef
• Visit (anyone):
Roll scouting. For each success you may either:
- Draw 1 Cargo Card.
- Pick 1 Special Weapon of your choice.
- Draw 1 Rumor Card.
- Get 1 “Crew”.
You receive 1 hit to “Hull” for each thing you picked up, minus 1 per seamanship success.
• Raid: Not possible.
Prison
• Visit (anyone):
Pay 5a Gold. Go through the Glory Deck and draw the first Specialist you find and employ him immediately. Discard and Redraw if you have that type of Specialist employed already. Reshuffle the deck.
• Raid: Defense: 4 cards
Bounties: 1+1c (one for attacking, one if successful). Bounties match the local port.
Bonus: If successful you get to do the “Visit” part of the prison but may employ the specialist for free (pay no gold).
Town
• Visit (anyone):
Do 1 port activity. Draw 4 cards for sale if “Buying” (or 3 cards if you bought at this Town last turn). Shares the local port’s good in demand, and follows all the other buy/sell rules as listed on the Trade Station—see it for details.
• Raid:
Defense: 5 cards
Bounties: 1+1c (one for attacking, one if successful). Bounties match the local port.
Missionary
• Visit (anyone):
Pay 3a Gold per Bounty reduced (from one nation only per visit).
• Raid:
Defense: 3 cards, and ignore all Hit Icons on them.
Bounties: 1+1c (one for attacking, one if successful). Bounties match the local port.
Trade Station
• Visit (non-pirates only):
Either Sell Goods or Buy Goods—not both. Draw 6 cards for sale (or only 3 cards if you bought at this Trade Station last turn). Shares the good in demand with the port in the Location’s Sea-Zone (in every way, including exchanging it when selling in demand and gaining a Glory Point when selling 3+). When Buying Goods, redraw Contraband Cards meant to be sold in the port in the Location’s Sea-Zone (as well as cards showing the good in demand).
• Raid:
Defense: 5 cards
Bounties: 1+1c (one for attacking, one if successful). Bounties match the local port.
Native Village
• Visit (anyone):
Pay 1 Cargo Card for full Ship Repairs (doesn’t include “Crew”).
• Raid:
Defense: 4 cards
Bounties: 1+1c (one for attacking, one if successful). Bounties match the local port.
Pirate Haven
• Visit (Pirates only):
• Raid:
last turn Shares the good in demand with the port in the Location s Sea Zone in every way including exchanging it when selling in demand and gaining a Glory Point when selling 3 When Buying Goods redraw Contraband Cards meant to be sold in the port in the Location s Sea Zone as well as cards showing the good in demand Raid Defense 5 cards Bounties 1 1c one for attacking one if successful Bounties match the local port Native Village Visit anyone Pay 1 Cargo Card for full Ship Repairs doesn t include Crew Raid Defense 4 cards Bounties 1 1c one for attacking one if successful Bounties match the local port Pirate Haven Visit Pirates only Raid
Punchboard 2
Missionary
Town
Naval fort
Naval fort
Prison
Prison
Missionary
Pirate Haven
Natives
Trade Station
Trade Station
Natives
Pirate Haven
Reef
Reef
Town
Santo-Batista San Philippe
Castilla del Dolor
Fort George
Tot Ziens
Torre del Diablo
Santa Anna
St. Mary’s
Ut’a Min Xiosk
Ambergris
West GoudSaa no’ fiis
Port Freeman
Victory Reef
Walker’s Cay
Holetown
3 5
6
6
4
43
4 4 5
54
4
5
Ignore Hits
Ignore Hits
no Bounties
no Bounties
no Bounties no Bounties
no raid
no raid
3 Gold per Bounty forgiven (1 nation).
Do 1 “port” activity (4 cards to buy).
Non-pirates: Move or Summon matching Navy.
Non-pirates: Move or Summon matching Navy.
3 Gold per Bounty forgiven (1 nation).
Pirates only: Rumor and Recruiting for free.
Pirates only: Rumor and Recruiting for free.
Non-pirates: Sell or Buy Goods (6 cards).
Non-pirates: Sell or Buy Goods (6 cards).
Pay 1 Cargo Card for full Repairs.
Pay 1 Cargo Card for full Repairs.
Risk “Hull” to find Cargo, Rumors, Weapons, or “Crew”.
Risk “Hull” to find Cargo, Rumors, Weapons, or “Crew”.
Do 1 “port” activity (4 cards to buy).
for 5 Gold.
Free with Raid win.
for 5 Gold.
Free with Raid win.
Attack: 1 Spanish Bounty.
Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
Win Crew Combat to claim the ship and its gold.
Captain-General
Don Juan Esteban de Ubilla
Spanish Treasure Galleon
Missionary
•
•
Punchboard 2
Missionary
Town
Naval fort
Naval fort
Prison
Prison
Missionary
Pirate Haven
Natives
Trade Station
Trade Station
Natives
Pirate Haven
Reef
Reef
Town
Santo-Batista San Philippe
Castilla del Dolor
Fort George
Tot Ziens
Torre del Diablo
Santa Anna
St. Mary’s
Ut’a Min Xiosk
Ambergris
West GoudSaa no’ fiis
Port Freeman
Victory Reef
Walker’s Cay
Holetown
3 5
6
6
4
43
4 4 5
54
4
5
Ignore Hits
Ignore Hits
no Bounties
no Bounties
no Bounties no Bounties
no raid
no raid
3 Gold per Bounty forgiven (1 nation).
Do 1 “port” activity (4 cards to buy).
Non-pirates: Move or Summon matching Navy.
Non-pirates: Move or Summon matching Navy.
3 Gold per Bounty forgiven (1 nation).
Pirates only: Rumor and Recruiting for free.
Pirates only: Rumor and Recruiting for free.
Non-pirates: Sell or Buy Goods (6 cards).
Non-pirates: Sell or Buy Goods (6 cards).
Pay 1 Cargo Card for full Repairs.
Pay 1 Cargo Card for full Repairs.
Risk “Hull” to find Cargo, Rumors, Weapons, or “Crew”.
Risk “Hull” to find Cargo, Rumors, Weapons, or “Crew”.
Do 1 “port” activity (4 cards to buy).
for 5 Gold.
Free with Raid win.
for 5 Gold.
Free with Raid win.
Attack: 1 Spanish Bounty.
Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
Win Crew Combat to claim the ship and its gold.
Captain-General
Don Juan Esteban de Ubilla
Spanish Treasure Galleon
Notes on Towns:
While you may perform a port activity in a Town, you may not perform activities specific to a certain port—even if the Town is in the same Sea-Zone.
• You cannot use a Town to complete a rumor that requires you to be in a specific port.
• You cannot recruit a Specialist supposed to be recruited in a specific port.
• You cannot claim a port’s mission.
• You cannot sell Contraband.
• You cannot buy Ship Mods.
• You cannot use a Town as your home-port for “Stashing”.
• Remember, you cannot use the powers of a Sea-Zone in a Town (or any Location), such as paying 1a Gold to redraw your Cargo Cards (like in Santo Domingo).
• You may do one of the following:
a) Sell Goods, b) Buy Goods, c) Visit Shipyard, d) Recruit, e) Acquire a Rumor, f) Buy Favors, g) Increase Loyalty.
Reef
• Visit (anyone):
Zone You cannot use a Town to complete a rumor that requires you to be in a specific port You cannot recruit a Specialist supposed to be recruited in a specific port You cannot claim a port s mission You cannot sell Contraband You cannot buy Ship Mods You cannot use a Town as your home port for Stashing Remember you cannot use the powers of a Sea Zone in a Town or any Location such as paying 1a Gold to redraw your Cargo Cards like in Santo Domingo You may do one of the following a Sell Goods b Buy Goods c Visit Shipyard d Recruit e Acquire a Rumor f Buy Favors g Increase Loyalty Reef Visit anyone
Punchboard 2
Missionary
Town
Naval fort
Naval fort
Prison
Prison
Missionary
Pirate Haven
Natives
Trade Station
Trade Station
Natives
Pirate Haven
Reef
Reef
Town
Santo-Batista San Philippe
Castilla del Dolor
Fort George
Tot Ziens
Torre del Diablo
Santa Anna
St. Mary’s
Ut’a Min Xiosk
Ambergris
West GoudSaa no’ fiis
Port Freeman
Victory Reef
Walker’s Cay
Holetown
3 5
6
6
4
43
4 4 5
54
4
5
Ignore Hits
Ignore Hits
no Bounties
no Bounties
no Bounties no Bounties
no raid
no raid
3 Gold per Bounty forgiven (1 nation).
Do 1 “port” activity (4 cards to buy).
Non-pirates: Move or Summon matching Navy.
Non-pirates: Move or Summon matching Navy.
3 Gold per Bounty forgiven (1 nation).
Pirates only: Rumor and Recruiting for free.
Pirates only: Rumor and Recruiting for free.
Non-pirates: Sell or Buy Goods (6 cards).
Non-pirates: Sell or Buy Goods (6 cards).
Pay 1 Cargo Card for full Repairs.
Pay 1 Cargo Card for full Repairs.
Risk “Hull” to find Cargo, Rumors, Weapons, or “Crew”.
Risk “Hull” to find Cargo, Rumors, Weapons, or “Crew”.
Do 1 “port” activity (4 cards to buy).
for 5 Gold.
Free with Raid win.
for 5 Gold.
Free with Raid win.
Attack: 1 Spanish Bounty.
Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
Win Crew Combat to claim the ship and its gold.
Captain-General
Don Juan Esteban de Ubilla
Spanish Treasure Galleon
Trade Station
• Visit (non-pirates only):
Punchboard 2
Missionary
Town
Naval fort
Naval fort
Prison
Prison
Missionary
Pirate Haven
Natives
Trade Station
Trade Station
Natives
Pirate Haven
Reef
Reef
Town
Santo-Batista San Philippe
Castilla del Dolor
Fort George
Tot Ziens
Torre del Diablo
Santa Anna
St. Mary’s
Ut’a Min Xiosk
Ambergris
West GoudSaa no’ fiis
Port Freeman
Victory Reef
Walker’s Cay
Holetown
3 5
6
6
4
43
4 4 5
54
4
5
Ignore Hits
Ignore Hits
no Bounties
no Bounties
no Bounties no Bounties
no raid
no raid
3 Gold per Bounty forgiven (1 nation).
Do 1 “port” activity (4 cards to buy).
Non-pirates: Move or Summon matching Navy.
Non-pirates: Move or Summon matching Navy.
3 Gold per Bounty forgiven (1 nation).
Pirates only: Rumor and Recruiting for free.
Pirates only: Rumor and Recruiting for free.
Non-pirates: Sell or Buy Goods (6 cards).
Non-pirates: Sell or Buy Goods (6 cards).
Pay 1 Cargo Card for full Repairs.
Pay 1 Cargo Card for full Repairs.
Risk “Hull” to find Cargo, Rumors, Weapons, or “Crew”.
Risk “Hull” to find Cargo, Rumors, Weapons, or “Crew”.
Do 1 “port” activity (4 cards to buy).
for 5 Gold.
Free with Raid win.
for 5 Gold.
Free with Raid win.
Attack: 1 Spanish Bounty.
Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
Win Crew Combat to claim the ship and its gold.
Captain-General
Don Juan Esteban de Ubilla
Spanish Treasure Galleon
Native Village
• Visit (anyone):
• Raid:
and Recruiting for free Pirates only Rumor and Recruiting for free Non pirates Sell or Buy Goods 6 cards Non pirates Sell or Buy Goods 6 cards Pay 1 Cargo Card for full Repairs Pay 1 Cargo Card for full Repairs Risk Hull to find Cargo Rumors Weapons or Crew Risk Hull to find Cargo Rumors Weapons or Crew Do 1 port activity 4 cards to buy for 5 Gold Free with Raid win for 5 Gold Free with Raid win Attack 1 Spanish Bounty Defeat 1 Bounty for every full 10 Gold 1 Glory Win Crew Combat to claim the ship and its gold Captain General Don Juan Esteban de Ubilla Spanish Treasure Galleon Native Village Visit anyone Raid
Punchboard 2
Missionary
Town
Naval fort
Naval fort
Prison
Prison
Missionary
Pirate Haven
Natives
Trade Station
Trade Station
Natives
Pirate Haven
Reef
Reef
Town
Santo-Batista San Philippe
Castilla del Dolor
Fort George
Tot Ziens
Torre del Diablo
Santa Anna
St. Mary’s
Ut’a Min Xiosk
Ambergris
West GoudSaa no’ fiis
Port Freeman
Victory Reef
Walker’s Cay
Holetown
3 5
6
6
4
43
4 4 5
54
4
5
Ignore Hits
Ignore Hits
no Bounties
no Bounties
no Bounties no Bounties
no raid
no raid
3 Gold per Bounty forgiven (1 nation).
Do 1 “port” activity (4 cards to buy).
Non-pirates: Move or Summon matching Navy.
Non-pirates: Move or Summon matching Navy.
3 Gold per Bounty forgiven (1 nation).
Pirates only: Rumor and Recruiting for free.
Pirates only: Rumor and Recruiting for free.
Non-pirates: Sell or Buy Goods (6 cards).
Non-pirates: Sell or Buy Goods (6 cards).
Pay 1 Cargo Card for full Repairs.
Pay 1 Cargo Card for full Repairs.
Risk “Hull” to find Cargo, Rumors, Weapons, or “Crew”.
Risk “Hull” to find Cargo, Rumors, Weapons, or “Crew”.
Do 1 “port” activity (4 cards to buy).
for 5 Gold.
Free with Raid win.
for 5 Gold.
Free with Raid win.
Attack: 1 Spanish Bounty.
Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
Win Crew Combat to claim the ship and its gold.
Captain-General
Don Juan Esteban de Ubilla
Spanish Treasure Galleon
Punchboard 2
Missionary
Town
Naval fort
Naval fort
Prison
Prison
Missionary
Pirate Haven
Natives
Trade Station
Trade Station
Natives
Pirate Haven
Reef
Reef
Town
Santo-Batista San Philippe
Castilla del Dolor
Fort George
Tot Ziens
Torre del Diablo
Santa Anna
St. Mary’s
Ut’a Min Xiosk
Ambergris
West GoudSaa no’ fiis
Port Freeman
Victory Reef
Walker’s Cay
Holetown
3 5
6
6
4
43
4 4 5
54
4
5
Ignore Hits
Ignore Hits
no Bounties
no Bounties
no Bounties no Bounties
no raid
no raid
3 Gold per Bounty forgiven (1 nation).
Do 1 “port” activity (4 cards to buy).
Non-pirates: Move or Summon matching Navy.
Non-pirates: Move or Summon matching Navy.
3 Gold per Bounty forgiven (1 nation).
Pirates only: Rumor and Recruiting for free.
Pirates only: Rumor and Recruiting for free.
Non-pirates: Sell or Buy Goods (6 cards).
Non-pirates: Sell or Buy Goods (6 cards).
Pay 1 Cargo Card for full Repairs.
Pay 1 Cargo Card for full Repairs.
Risk “Hull” to find Cargo, Rumors, Weapons, or “Crew”.
Risk “Hull” to find Cargo, Rumors, Weapons, or “Crew”.
Do 1 “port” activity (4 cards to buy).
for 5 Gold.
Free with Raid win.
for 5 Gold.
Free with Raid win.
Attack: 1 Spanish Bounty.
Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
Win Crew Combat to claim the ship and its gold.
Captain-General
Don Juan Esteban de Ubilla
Spanish Treasure Galleon
Punchboard 2
Missionary
Town
Naval fort
Naval fort
Prison
Prison
Missionary
Pirate Haven
Natives
Trade Station
Trade Station
Natives
Pirate Haven
Reef
Reef
Town
Santo-Batista San Philippe
Castilla del Dolor
Fort George
Tot Ziens
Torre del Diablo
Santa Anna
St. Mary’s
Ut’a Min Xiosk
Ambergris
West GoudSaa no’ fiis
Port Freeman
Victory Reef
Walker’s Cay
Holetown
3 5
6
6
4
43
4 4 5
54
4
5
Ignore Hits
Ignore Hits
no Bounties
no Bounties
no Bounties no Bounties
no raid
no raid
3 Gold per Bounty forgiven (1 nation).
Do 1 “port” activity (4 cards to buy).
Non-pirates: Move or Summon matching Navy.
Non-pirates: Move or Summon matching Navy.
3 Gold per Bounty forgiven (1 nation).
Pirates only: Rumor and Recruiting for free.
Pirates only: Rumor and Recruiting for free.
Non-pirates: Sell or Buy Goods (6 cards).
Non-pirates: Sell or Buy Goods (6 cards).
Pay 1 Cargo Card for full Repairs.
Pay 1 Cargo Card for full Repairs.
Risk “Hull” to find Cargo, Rumors, Weapons, or “Crew”.
Risk “Hull” to find Cargo, Rumors, Weapons, or “Crew”.
Do 1 “port” activity (4 cards to buy).
for 5 Gold.
Free with Raid win.
for 5 Gold.
Free with Raid win.
Attack: 1 Spanish Bounty.
Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
Win Crew Combat to claim the ship and its gold.
Captain-General
Don Juan Esteban de Ubilla
Spanish Treasure Galleon
Punchboard 2
Missionary
Town
Naval fort
Naval fort
Prison
Prison
Missionary
Pirate Haven
Natives
Trade Station
Trade Station
Natives
Pirate Haven
Reef
Reef
Town
Santo-Batista San Philippe
Castilla del Dolor
Fort George
Tot Ziens
Torre del Diablo
Santa Anna
St. Mary’s
Ut’a Min Xiosk
Ambergris
West GoudSaa no’ fiis
Port Freeman
Victory Reef
Walker’s Cay
Holetown
3 5
6
6
4
43
4 4 5
54
4
5
Ignore Hits
Ignore Hits
no Bounties
no Bounties
no Bounties no Bounties
no raid
no raid
3 Gold per Bounty forgiven (1 nation).
Do 1 “port” activity (4 cards to buy).
Non-pirates: Move or Summon matching Navy.
Non-pirates: Move or Summon matching Navy.
3 Gold per Bounty forgiven (1 nation).
Pirates only: Rumor and Recruiting for free.
Pirates only: Rumor and Recruiting for free.
Non-pirates: Sell or Buy Goods (6 cards).
Non-pirates: Sell or Buy Goods (6 cards).
Pay 1 Cargo Card for full Repairs.
Pay 1 Cargo Card for full Repairs.
Risk “Hull” to find Cargo, Rumors, Weapons, or “Crew”.
Risk “Hull” to find Cargo, Rumors, Weapons, or “Crew”.
Do 1 “port” activity (4 cards to buy).
for 5 Gold.
Free with Raid win.
for 5 Gold.
Free with Raid win.
Attack: 1 Spanish Bounty.
Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
Win Crew Combat to claim the ship and its gold.
Captain-General
Don Juan Esteban de Ubilla
Spanish Treasure Galleon
9
nation Pirates only Rumor and Recruiting for free Pirates only Rumor and Recruiting for free Non pirates Sell or Buy Goods 6 cards Non pirates Sell or Buy Goods 6 cards Pay 1 Cargo Card for full Repairs Pay 1 Cargo Card for full Repairs Risk Hull to find Cargo Rumors Weapons or Crew Risk Hull to find Cargo Rumors Weapons or Crew Do 1 port activity 4 cards to buy for 5 Gold Free with Raid win for 5 Gold Free with Raid win Attack 1 Spanish Bounty Defeat 1 Bounty for every full 10 Gold 1 Glory Win Crew Combat to claim the ship and its gold Captain General Don Juan Esteban de Ubilla Spanish Treasure Galleon 9
---
module 10
module 11
Favors
Loyalty Track
Added play time: None Added complexity: Moderate
Added play time: 0-5 minutes per player Added complexity: Moderate
Favors represent a sum of your bribes, investments, gifts, and business dealings with citizens—high and low. They can help you pull a few strings when needed and provide you valuable information.
Setup
Each player places a Favor Board next to their Player Board, and then puts a cube in their color on the “No Favors” space.
Gaining Favors
You can get Favors in three ways:
1) As a port activity performed at the end of a “Port” action, buy Favors for 2 Gold each (up to 5 max).
2) After taking a Mission get 1 Favor.
3) After completing a Mission get 1 Favor.
As you get Favors, move the cube up to mark your current total. You may never have more than 5 Favors.
Spending Favors
Spend a Favor by moving the cube down the scale to:
1) Redraw all cards of any one type drawn simultaneously—except for Events. (E.g, when drawing: a Rumor Card, a Glory Card, a Mission Card to place, all Cargo Cards when buying, all cards in the initial draw of a Raid, or when adding/replacing a card in a Merchant Raid, etc.) You may not use a Favor when drawing Event Cards or if an Event has you draw cards.
2) Re-roll one of your non-combat skill rolls. You can use this on scouting (for players, Merchants or NPCs in an attempt to start a battle, or rolling to see if a Rumor is true) but not on any Naval Combat or Raid rolls.
3) Make an NPC re-roll a scouting roll made to find you.
4) Enter a port illegally (ignoring Bounties and/or War debts). Pay 1 Favor per Bounty you have from that port’s nation (if any) plus 1 additional Favor if you are entering an enemy nation’s port during War. (As usual, after entering you are free to take a “port” action.)
Notes:
• You can only spend 1 Favor per situation, e.g. you can’t force a Naval ship to re-roll the same scouting roll multiple times using multiple Favors. Note, however, that a Merchant Raid could consist of several different draws and a Favor could be used on each.
• Wars or Bounties do not hinder your ability to use or get Favors.
• You can only spend Favors on yourself.
• If your Captain dies, all Favors are lost. (You may keep them, however, if you play the “Survivor” Glory Card.)
• Alexandre Villon only needs to roll a Consequence to take a “port” action if he used his Captain’s ability to enter an illegal port. If his Consequence roll fails (he may use a Favor to re-roll), he may still take a “port” action if he can pay the Favors that would have allowed him to enter.
Setup
Each player takes a Loyalty Board and places it on the left side of their Player Board and then places a cube in their color on the space that says “Content”.
Gameplay
Throughout the game your Crew’s Loyalty to you as their Captain will increase and decrease. The different steps on the Loyalty Track will grant bonuses or inflict harsh penalties. The benefits or penalties are cumulative. What that means is that a Captain with a “Happy” crew also enjoys the benefits described on the “Pleased” step. Likewise with an “Angry” crew, a Captain would also suffer the penalties of “Restless” and “Unhappy”.
Losing Loyalty
Captains go down one step on the Loyalty Track:
1) Any time an Event Card with an NPC Captain is drawn (a trigger representing time, fear and other opportunities).
2) When declaring an intent to “Stash”.
3) When starting and ending a turn in the same port.
Gaining Loyalty
Loyalty is increased by one step:
1) When getting a Glory Point.
2) When, as a port-activity, you pay an amount of gold shown on the next highest step of the Loyalty Track (e.g. 3 Gold to go from “Content” to “Pleased”). Only one step per “Port” action.
Fierce Loyalty: On his turn, a player may roll Leadership and if successful: move one step down the Loyalty track and take an extra action (one attempt per turn).
Happy: The Captain has +1 Leadership for combat purposes (Crew Combat and Location Raids).
Pleased: The Captain may recruit in any port and for free (overruling Sea-Zones such as Petite Goave). This also includes Specialists on Glory Cards which no longer cost gold to employ and aren’t tied to any specific port. You can only gain one free Specialist per turn using this Loyalty ability.
Content: No effect.
Restless: The Captain cannot recruit for free and cannot employ new Specialists (on Glory Cards, Rumors or otherwise). The penalty of not being able to recruit for free overrules any other mechanic allowing free recruiting. Additionally, the powers of employed Specialists don’t have any effect.
Unhappy: Whenever the Captain wants to play a Glory Card, he must roll Leadership. If failed, he cannot play the card this turn.
Angry: The Captain has -1 Leadership (minimum 1) for combat purposes (Crew Combat and Location Raids).
Mutiny: If the Mutiny step is reached a Leadership roll must immediately be made. If successful, you move up to “Angry”, and if you fail, the Captain is killed and the regular rules for Captains dying are applied. This roll is not considered free combat.
This module adds a new level of Crew management making the game harder. Not recommended for the casual player or players new to the game.
Setup
Each player takes a Loyalty Board and places it on the left side of their Player Board and then places a cube in their color on the space that says “Content”.
Gameplay
Throughout the game your Crew’s Loyalty to you as their Captain will increase and decrease. The different steps on the Loyalty Track will grant bonuses or inflict harsh penalties. The benefits or penalties are cumulative
that a Captain with a “Happy” crew also enjoys the benefits described on the “Pleased” step. Likewise with an “Angry” crew,
Contraband
Pleased
Recruit for free in any port.
Once per turn may hire a “Specialist” in any port for free.
Carved Hull
Smuggler’s Hold
Crow’s Nest
The Plank
Caltrops
Double Shot
Heated Shot
Gaining
Favors
No
Favors
• Pay 2 Gold per Favor as your last “port” activity.
• Claim a Mission • Complete a Mission.
Crew Loyalty
MUTINY!
Must roll a Leadership success to return to “Angry” or DIE!
• Redraw all cards of one type drawn together (not Events).
• Re-roll any non-combat/raid skill roll (Scouting allowed).
• Force an NPC to re-roll a Scouting roll against you.
• Enter a port illegally (1 per Bounty plus 1 for War).
Glory
Spending
Favors
FIERCE LOYALTY!
Roll a Leadership success (may attempt once per turn) for +1 action and lower Loyalty to “Happy”.
Happy
+1 Leadership in Crew Combat and Location Raids.
Content
No effects.
Restless
Must pay to recruit. Can’t use Specialist abilities or hire new ones.
Unhappy
Glory Cards require a Leadership success to play.
Angry
-1 Leadership in Crew Combat and Location Raids (minimum 1).
FIERCE LOYALTY!
Roll a Leadership success (may attempt once per turn) and lower Loyalty to “Happy”.
Contraband
Pleased
Recruit for free in any port. Once per turn may hire a “Specialist” in any port for free.
Carved Hull
Smuggler’s Hold
Crow’s Nest
The Plank
Caltrops
Double Shot
Heated Shot
Gaining
Favors
No
Favors
• Pay 2 Gold per Favor as your last “port” activity.
• Claim a Mission • Complete a Mission.
Crew Loyalty
MUTINY!
Must roll a Leadership success to return to “Angry” or DIE!
• Redraw all cards of one type drawn together (not Events).
• Re-roll any non-combat/raid skill roll (Scouting allowed).
• Force an NPC to re-roll a Scouting roll against you.
• Enter a port illegally (1 per Bounty plus 1 for War).
Glory
Spending
Favors
FIERCE LOYALTY!
Roll a Leadership success (may attempt once per turn) for +1 action and lower Loyalty to “Happy”.
Happy
+1 Leadership in Crew Combat and Location Raids.
Content
No effects.
Restless
Must pay to recruit. Can’t use Specialist abilities or hire new ones.
Unhappy
Glory Cards require a Leadership success to play.
Angry
-1 Leadership in Crew Combat and Location Raids (minimum 1).
No
Favors
10
success to return to Angry or DIE Redraw all cards of one type drawn together not Events Re roll any non combat raid skill roll Scouting allowed Force an NPC to re roll a Scouting roll against you Enter a port illegally 1 per Bounty plus 1 for War Glory Spending Favors FIERCE LOYALTY Roll a Leadership success may attempt once per turn for 1 action and lower Loyalty to Happy Happy 1 Leadership in Crew Combat and Location Raids Content No effects Restless Must pay to recruit Can t use Specialist abilities or hire new ones Unhappy Glory Cards require a Leadership success to play Angry 1 Leadership in Crew Combat and Location Raids minimum 1 No Favors 10
---
Variant 1
Variant 3
Variant 5
Variant 4
Variant 2
Flexible Turns
Give Me Glory or
Give Me Death
Cutthroat Variant
It’s a Hard Life
Captains, Captains,
Captains
Added play time: None Added complexity: None
Ef ec : Increases the chance of Player vs. Player combat, and reduces the sense of
downtime.
Added play time: 20cminutes Added complexity: None
Ef ec : Puts a larger emphasis on scoring Glory Points rather than s ashing gold.
Added play time: None Added complexity: None
Ef ec : Places NPCs in the water at the s art of play to increase ac ivity on the board
and the dif culty.
Added play time: 0-5cminutes Added complexity: None
Ef ec : Adds a larger choice of s arting Captain.
Introduction
T e Flexible Turns variant is meant to introduce uncertainty as to who goes when, as
well as how far they can reach. A player may for ins ance go las one turn and f r s the
next, ef ec ively meaning he takes two turns in a row. T is is by design. Use this variant
to increase the chance of player vs. player combat.
Setup
Place 1ccube in each player color into the black cloth bag.
Game play
After drawing an Event Card any player draws a cube from the bag. T e color drawn is
the color of the player who may now take his ac ions. When done a new cube is drawn
and that player now takes his ac ion. Once all players have had their turn, the cubes are
placed back into the bag and a new round begins.
T e cos of Glory Points from your s ash goes up for each point by 5sGold. T e f rs
Glory Point cos s you 10sGold as normal. T e second however cos s you 15sGold,
the third 20sGold, etc. So if you have s ashed 50sGold, this would normally be worth
5cGlory Points; but with this variant, it would only buy you 3cGlory Points (10+15+20).
1
s
Glory Point cos s 10sGold
2
nd
Glory Point cos s 15sGold
3
rd
Glory Point cos s 20sGold
4
th
Glory Point cos s 25sGold
5
th
Glory Point cos s 30sGold
T is means it would require a total of 100sGold s ashed in order to score all the allowed
5 Glory Points from s ash.
Designers Note: T is variant is designed for groups seeking more frequent player vs.
player battles. It should not be regarded as a “f x” but more of an attempt to accommodate
the expec ations and wishes of some groups—an attempt to make sure everyone gets the
pirate game they deserve.
T e variant has two parts which can either be used together or separately.
Off-turn scouting
A player may “Scout” for the ac ive player immediately after the ac ive player moves into
his Sea-Zone (including moving from port out to sea.) Upon making an of -turn scouting
attempt, the player f ips his Captain card as a reminder, and then f ips it back upon his
Jus before the game is about to begin, go through the Event Deck. Put into play the
f rs two Naval Ships (from dif erent nations) and the f rs NPC Pirate ship you draw
(does not af ec Loyalty—the game hasn’t begun yet). Redraw any NPC which shares
a home-port with a player Captain: simply continue through the deck and draw a new
one. Once ready, begin the game as normal. T is means that an NPC Pirate could move
into a player’s Sea-Zone the very f rs turn, in which all there is to say is “it’s a hard life”.
Introduction
Some like playing with the hand you are dealt, while others like more control over
what Captain they would like to play as. Here are two solutions for those who wish
something to choose for:
Yarr, get on with it!
Each player gets to draw 2cCaptain Cards and picks the Captain they want.
It’ll cost ya!
Here players mus pay gold for the luxury of choosing Captains. Each player is handed
1cCaptain as per normal rules. In turn order, each player may choose to pay 2sGold to
draw a new Captain, and then 2smore Gold to draw a 3rd Captain if he feels the need.
T e player then chooses among these Captains.
next turn. If the scouting roll is successful, the ac ive player is found and a battle occurs.
If the ac ive player survives the encounter he may continue his turn.
Ac ion Penalty: Any player who makes an of -turn scouting attempt has two ac ions
less on his next turn.
Circums antial rules:
• A Captain cannot make an of -turn scouting attempt if his card is f ipped (i.e. if he
already has made an of -turn “scouting” attempt).
• Of -turn scouting occurs prior to any NPCs present in the same Sea-Zone.
• If the ac ive player moves into a Sea-Zone with multiple player Captains, each of
them declares in turn order if they wish to make an of -turn scouting attempt. T ose
who do, roll their scouting skill, but only the Captain with the mos successes f nds
the ac ive player. Resolve ties by counting ‘pips’—if s ill tied, the players re-roll. All
Captains who attempt the of -turn Scouting receive the two ac ion penalty.
11
cannot make an of turn scouting attempt if his card is f ipped i e if he already has made an of turn scouting attempt Of turn scouting occurs prior to any NPCs present in the same Sea Zone If the ac ive player moves into a Sea Zone with multiple player Captains each of them declares in turn order if they wish to make an of turn scouting attempt T ose who do roll their scouting skill but only the Captain with the mos successes f nds the ac ive player Resolve ties by counting pips if s ill tied the players re roll All Captains who attempt the of turn Scouting receive the two ac ion penalty 11
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Transform a meager settlement into a mighty empire
whose culture will be your greatest achievement!
To accomplish this, you will have to invent new
technologies, build grand cities, and spread the
influence of your culture across your enemies’
borders. You will need to explore the lands
and seas with your settlers and ships, and
conquer foreign cities and barbarian
settlements.
With 12 Advancement categories,
including various government types, a modular
game board, superb city-pieces, and more,
Clash of Cultures offers a myriad of experiences
to accomplish your ultimate goal: be the one ruling
culture, the one that will be remembered and admired
for thousands of years.
Will you be the leader of this great culture?
Expand your civilization’s influence with this
incredible expansion for Clash of Cultures!
Discover 14 historical civilizations, each with
4 unique advances and 3 unique leaders.
Increase your cities with 3 new buildings: the
apothecary, the market and the obelisk.
Strengthen your armies with elephants and
cavalry units. Keep your eyes on the seas
festering with pirates. The strength and
fate of your civilization rests entirely on
your shoulders!
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Por que perguntar ao BoardGamesBot
Em vez de folhear o manual inteiro- Respostas precisas Baseadas exatamente neste manual, com a página de origem.
- Economize tempo Ache a regra em segundos, sem folhear 12 páginas.
- A qualquer hora Tire dúvidas no meio da partida, direto do celular.
- 100% grátis Crie sua conta grátis e comece a usar agora.
Como funciona
Três passos até a resposta- 1 Faça sua pergunta Digite sua dúvida sobre as regras deste jogo.
- 2 Crie sua conta grátis Leva 20 segundos — é só para guardar seu histórico.
- 3 Receba a resposta A IA encontra a regra exata e cita a página do manual.
Expansão de
Conteúdo adicional publicado
Manual publicado pela editora · uso para consulta de regras. Mais sobre o jogo em BoardGameGeek e Ludopedia .