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Voyage Phase

Galleon

s in any good pirate adventure, we cant forget


the crossings from one island to another, the
naval warfare, the boarding, the mutinies During
the Voyage phase youll find all this and more.

Coastguard Brigantine

2. COMPONENTS

Merchant Vessel

Whale

Sea Monster

Impact tokens
Every time your ship our your enemys
receives an impact, reveal a random
Impact Token to see where the impact
struck.

Whirlpool

Pirate Flag Token


It is used to keep track the Morale of
the crew.

Ghost ship

Prestige Tokens
Use your prestige to try and get
captaincy during a mutiny.

1. INTRODUCTION

Ship board / Crew


The board and crew are divided into
five sections: Hold, Deck, Morale,
Compass and Sails.
Sea Enemy tokens
These tokens are used when a sea
event with an enemy takes place.(See
pg. 8)
Hexagonal Sea Board
It represents the section of sea across
which well play the Voyage phase.
To move your ship across this board
you cant cross squares occupied by
islands. To dock on an island your ship must reach
the square containing the parchment with its letter,
which represents the port where you can dock or sail
away from.
Six-sided dice
Use them for the Voyage phase rolls.
Voyage Event cards
When you take your speed roll, should
there be results of 1 or 2 on any of the
dice, you must draw a Sea Event card
and follow the instructions on the text.
Sea Tokens
During your crossing youll come
across enemies and sea events that will
be represented by these tokens.

Pirate Ship


Pirate Squad Tokens (PS)
They are used to represent groups
of your crew members and fighting
capacity.
Wares Tokens
Wares represent the plunder, booty,
and resources that youve loaded in to
the ships Hold.

1 Gold

2 Metals

3 Fabric

4 Tobacco

5 Slaves

4 Rum

6 Supplies

Cannons
These tokens are placed in the Hold
and they indicate your Firepower. For
each cannon in your hold youll be
able to roll one die on shooting.
Wound tokens
During the voyage phase they are
used to indicate the impacts received
by your ship and your enemys.

Level indicator / Compass


It indicates which direction
an encounter with an
enemy on the high
sea can occur.
Its also the turn counter
and marks whether its
daytime or nighttime.

3. SETTING UP THE VOYAGE PHASE:

f youve finished your first adventure successfully


and theres a Captain for your crew, youll be able
to go on your first Voyage, a crossing back to The
Pirate Home, and youll do so on board The Lady of
the South.

Hold: 10
Speed/sails: 3D6
Firepower: 3
Fighting capacity: 4UM
For the first crossing youll have 4 Pirate Squads (PS)
and the specialists (the characters that are being used
by the players); Youll also have 3 cannons, 2 rum
barrels and 3 supplies.
Take the Sea Board, the Compass indicator and your
Ship Board.
Next place your ship token on the square with the
letter indicated in the voyage of the Adventure Book.
Place the Pirate Squads (PS) on the Deck and leave the
specialists (characters) cards near to the Captain so
that he or she can check out their Voyage skills. The

cannons, supplies, rum and any item or ware are to be


placed inside the Hold, one token per square, filling
up the green squares first. As you get more tokens to
place in the Hold, fill up the green squares first, then
the yellow ones and finally the red ones. Leave the
remaining ware tokens face-down in a pile from which
youll draw random wares, for example, on capturing
booty from a boarded ship.
Place the Compass indicator on the Sea Board with the
arrow pointing towards number 1, and place the Ship
Board facing that direction, so the sea hexagons should
fit in with the Compass hexagon.
Take a wound token for the sails and place it on square
three of the sails. If youve added auxiliary sails to your
ship, move the wound token one square forward for
each one. Every time the sails receive an impact, move
the wound token down one square. A ship without
sails has a speed of 1D6.
Add up the morale of your crew and place the Pirate
Flag indicator on the according square. Each PS counts
as 5 Morale, and each character will have its own value.

the Pirate Flag on square 25.


Each player with the exception of the Captain must
draw the event cards with which they can try to reduce
the crews morale.
The player with the least Prestige starts by drawing
a card from the Voyage event deck, then the player
with the second lowest prestige draws, and so on so
forth until 7 cards in total have been drawn. If there
is a draw between two players prestige, the must take
a confronted charisma roll to decide who draws first.
Goals for the Voyage phase:
At the start of the Voyage phase, all the players except
for the Captain draw two island tiles numbered from 1
to 16 and check their goals., which must be kept secret.
Each player must try to fulfil his o her goals by playing
their event cards. At the end of the Voyage phase, each
player will receive a reward according to the goals he
or she has fulfilled.

Example: We have 4 PS which add up 20 morale, plus two


characters that add up 5 morale between them. Well place

square, it will be night-time, and any threat will be


placed 2 squares away instead of 3, since it will have
been harder to spot in the darkness.

Voyage Goals
1

Ending the Voyage phase with 8 fewer morale points that it started off with.

1PP

Causing an impact on the ships sails.

2PP

Reducing by 3 the ships Hold.

1PP

Losing all the supplies.

1PP

Ending the Voyage phase with 5 fewer morale points that it started off with.

1PP

Getting 2 Supplies for the crew during the crossing.

1PP

Capturing the booty of an enemy ship.

2PP

The ship takes part in two naval battles.

1PP

The ship is sunken or the Captain surrenders.

3PP

10

Reducing by 4 the ships hold.

1PP

11

The ship finishes the Voyage phase with the same amount of Hold points as it started off with.

2PP

12

The crew ends the crossing with 2 PS less than it started off with.

1PP

13

The crew finishes the Voyage phase with the same amount of PS points as it started off with.

2PP

14

End the crossing without any Rum left.

1PP

15

Two atmospheric events occur during the Voyage phase.

1PP

16

There are exactly 10 occupied Hold squares at the end of the Voyage phase.

2PP

A goal can be fulfilled thanks to the actions of other


players.
Youre ready to sail!

4.- GAME TURN:


The voyage phase takes place on the Sea Board. On it
youll find several islands with letters on parchments
that indicate which is the square of the goal island you
must dock in.
Voyage turns are divided in three parts: events,
Captains turn and enemies turn.

4.1.- Events:

The Captain will be the player in charge of the


Compass and he must spin the arrow clockwise one
slot each turn. If the tip of the arrow is on a dark

Sometimes your ship can be moved to other


squares due to the effect of a Voyage Event.
If during this movement the ship has to cross a
square that contains an island section, the ships
movement is stopped on this square and the Hold
takes 2 impacts.

When the arrow completes one full turn of the


Compass, a day will have passed. The Captain must
discard one Supplies token to feed the crew or else the
morale will go down.
Any effect that must be implemented between turns
will be carried out in this part of the Voyage phase.
During the Events section, each player except for the
Captain draws a cart, reads it, and then discards a card
from his or her hand. If a player has put a card into
play he wont have to discard any cards until he regains
the same number of cards in hand as he or she had at
the beginning of the Voyage phase.

that player will roll the dice and take the decisions
required for that enemy in that event.
If no player plays a card from his or her hand, the
Captain must draw a card from the Sea Events deck
and play it. In this case, the player with the highest
prestige will take the decisions and roll the dice for the
event, should it be needed. If there is a draw of prestige
values, break it by means of a confronted Charisma
roll.
The compass wont move during a turn with enemies
on the Sea Board and 1 and 2 results on the speed rolls
will be ignored until the foe disappears. The Captain
cant dock in the goal square while an event is taking
place (i.e., youre still fighting a Kraken).

4.2 The Captains Turn:

During this section of the turn, the Captain will


decide the course which the ship will take, he can fire
the cannons if necessary, command to board another
vessel... always trying to reach the destination and, if
possible, amassing some more plunder on the way to
keep the crews morale high.
A ship can perform different actions according to the
situation in which it finds itself :
- Movement: the movement indicates the speed of
the ship. Roll as many dice as Sail Points the ship has.
If there are no Sails, roll 1D6. In order to move you
must overcome your Cargo Index (CI) indicated in the
coloured number by the Hold. For each success (die
with a higher result than the CI number), the ship can
be moved one square.
How to calculate the CI:
Each colour of the Hold is corresponded by a
number of the same colour which indicates you
ships Cargo Index.
Whenever you place items in the hold, fill up the
green squares first, then the yellow and finally
the red ones. According to which colour your last
token is in, your CI will be higher or lower.
During the voyage, the Captain can discard any
amount of cargo tokens (Wares, Rum, Supplies,
Cannons...) from the Hold

The ship can only be moved in a direction of the green


sides of its token, facing the bow towards the square
into which it moves. The ship can also turn around on
its square spending one movement point (one of the
successes of the roll).
- Events: Once the movement is finished, if any of
the dice rolled had a result of a 1 or a 2, the Captain
must play a Sea Event card. Ask the rest of the players
whether theyd like to play one from their hand,
starting with the one with the least Prestige. If a player
plays a card, next time this situation occurs, start
offering the chance to play cards to the player that was
next in line when the last event was played by a player.
Example: The Lookout is the Captain. The Cutthroat has
5PP, the Sea Dog 4PP and the Doctor 3PP. The Captain rolls
for speed and he gets a 1 and a 2 amongst the dice results. So
a Sea event must be played. First he offers the chance to the
Doctor, who declines. Next he offers the Sea Dog the chance
to play a card, and the Sea Dog accepts and plays a card
from his hand. The next time a Sea event must be played,
the Captain must offer the Cuttrhoat the chance to play a
card first. Should she decline, hed then offer the chance to
the Doctor, and then to the Sea Dog. If all three of them
decline, he draws a card and plays it himself.

- Naval battle: amongst the Sea Events that can occur


there are several you might have to fight your way out
of. To do so, use the Ships Firepower, which is equal
to the number of cannons (maximum 5), and check if
the enemy is in rage (see example further on)
Roll as many dice as your Firepower stat. For each
result that overcomes the enemys speed youll cause
an impact against it. Randomly reveal as many Impact
Tokens as impacts youve caused to see where the
damage went (Sails, Hold...), apply the damage and
return the Impact Tokens face-down to the pile.
Whenever your ship receives its first impact to the
hold, place a wound token on square number 10 of
the hold. Each time your Hold suffers another impact,
move the token one square down, losing any item on
that square. If the token reaches square 1, the ship
sinks.

If the card that a player has played is an enemy card,

55

- Boarding and defense (Fighting capacity): to


board another ship, both your ship token and the
enemys must be on the same square of the board.
During a boarding or defence between your ship and
an enemys there wont be any speed rolls, except for
the Whale and the Sea Monster. For each Pirate Squad
you have on board, you have 1D6 Fighting Capacity
(FC). Add to this any specialist that improves your FC.
Pirates have a range from 4 to 6, so any result of 4,
5 or 6 will be considered a success and reduce the
enemys Fighting Capacity by 1. When a crew loses all
its squads, pirates or sailors, they surrender the ship.
Example: Were going to board a merchant vessel. We
have 3 PS and no specialist with extra Fighting Capacity. So
our FC is 3D6. The merchant has 3 Crew Squads, so theyll
also have 3 dice, but their range is lower, they need a 5 or
6 to succeed. Both ships roll their dice and the pirates get a
3, a 5 and a 6; the Merchant Vessel rolls a 2, a 4 and a 5. So
the pirates have managed two successes, which theyll deduct
from the Merchants crew squads, leaving it as 1, while the
pirates will suffer the loss of 1PS, leaving it with 2.
- Sunken ship: when the players boat is sunken, they
lose all their cargo, the crew and the ship. The players
characters survive and must play the Shipwreck
adventure which youll find in the adventure guide.
During the Port phase the new Captain will be able to
acquire another vessel and a new crew to be able to sail
the seven seas again.
- Surrender: The Captain can choose to surrender
during a boarding, in which case, the players must play
the Escaping the noose adventure which youll find in
the adventure guide, in which you can try and recover
your ship under the command of a new Captain.
A ship can perform one movement or part of a
movement, one naval battle and one boarding during
the same turn in any order, being able to insert
movements between other actions.
Example: if on the speed roll the pirate ship has obtained
a 1, a 5 and a 6, they have two movement points and an
event card must be played. Its the Coastguard Brigantine,
and the Captain decides to shoot against it, and then move
into the same square (if its night-time, the enemy will have
appeared two squares away) and board it.

CREW:
A crew is formed by sailors and specialists (both
players characters and NPCs). When you finish your
first adventure, youll have 4 Pirate Squads and as many
specialists as players are taking part in the adventure.
Pirate Squads are even groups of buccaneers with
the same hiring fee, and theyll add their moral and
fighting skills to both naval battles and boarding, as
well as the ships defence.
Pirate Squads:
Salary: 30 Coins
Morale: +5
Fighting capacity: +1D6 (4-6)
Skill: During the Adventure Phase the PS can perform
two actions:
1.- Collect supplies, obtaining 1 supply token per PS
for your ship.
2.- Repair the ship, recovering 1 point of Sails or Hold
per PS.
Decide what each PS is going to do.
The specialists (Players): they contribute their
skills as part of the crew. A gunner can add a higher
Firepower or an experienced veteran can improve
the ships speed, for example. The ability is on the
Character card, under the Adventure phase ability.
The specialists (NPCs): These are characters who
have been hired to be part of the crew but dont belong
to any particular player, or they might have joined you
on some adventure.
The Crews Morale: On your Ship Board you can
keep track of the total Morale that your crew has
(including Players Characters and NPCs). The Morale
represents the degree of confidence and backing that
the pirates have with the Captain. Should it go down
to much there would be high chances of a mutiny.
There are several mechanisms by which the crews
morale can go down. Throughout the crossings, several
events may occur that lower morale and combats
in high sea that cause casualties amongst your
crew will also decrease it. Likewise, hunger or
lack of coin can reduce a crews morale.
For each PS or Specialist that doesnt receive his or her
salary, deduct their morale stat from the crews total.
When a PS is killed in combat, subtract the Morale

they were lending the crew from the total.


Hunger is another factor that can affect a crews
morale. Each supply token will feed your crew for
a day. If youre left without any, for each day of the
crossing in which you cant discard a Supply token to
make dinner, roll 1D6 and deduct the result from the
crews morale. A ship sails on its belly, after all.
On the other hand, rum can help you raise the crews
morale. For each Rum barrel token you discard (chip
it open and drink up, me hearties! Yo ho!) roll 1D6 and
add the result to the crews morale. You can discard
up to one rum token per day, less your crew gets too
drunk to sail.
A crews maximum morale is 30. If for any reason the
total would be higher, ignore the extra
points.

chase, sink or board your ship.


In Single-Player Mode, you must do an Enemy Speed
Roll and move it until there is a chance to make use of
its Firepower. Should they have any movement points
left after firing, the enemy must try to get closer and
board your ship.
Just like in the Captains turn, the player representing
the enemy must draw as many impact tokens as hits
obtained, applying the corresponding damage to the
pirates ship.
Now the Captain faces two options: He either fights
these enemies, or tries to flee from them, which will
occur as soon as theres a 5-square distance (straight
line) between them.

Mutiny: A morale bellow 10 is enough reason to


mutiny and choose a new and better Captain. The old
Captain will go back to being a regular crew member
but he or she might only use his or her Charisma
points to forward his or her candidacy.
All the other players must present themselves as
candidates for captaincy. For this a secret auction
must take place. For each Prestige Token a player
hides in his hand, hell roll a die which will be added to
the dice he rolls according to his Charisma points. All
the players must open their hands at the same time to
show how many prestige tokens theyre going to turn
into dice. Next, each player rolls the dice (maximum 5)
and adds the results. The player with the highest result
will be the new Captain. The Prestige points that have
been used by the players are lost.

character that has taken the Captaincy from him had


drawn at the beginning, and the new Captain will
discard the Event cards he or she had.

Example: The Sea Dog has 2 Prestige Tokens in his hand


and 3 Charisma Points. He rolls five dice and gets a total of
18 for his candidacy.

- Enemies Appearance: As a general rule, the


enemies appear three squares away from our
position, in line with the Compass needle.
An event with a sea enemy cannot appear on an
island square; if so, discard that event.
To know where the enemy is pointing to, roll 1D6
and check its result in the Compass.

The crews morale is set back to normal after a mutiny,


adding up all the morale points that the crew has at
that moment, and starting to count as from 10 (see
example below).
If the mutiny has happened as a consequence
of any Event card that hasnt ended up in
shipwreck or surrender, discard the event.
After a mutiny in which there has been a
change of Captain, the old Captain who is now part
of the crew must draw as many Event cards as the

Example: : after a mutiny the Sea Dog gets the captaincy.


Adding up the morale points from his PS and the rest of
the characters, theres a total of 12 morale points, which
counting as from ten, leaves the moral indicator on square
22.

4.3 Enemies Turn:

In Multiplayer Mode, the enemies from the Event


cards deck are controlled by the player with higher
Prestige, opposing the Captain.
In Single-Player Mode, apply each enemys specific
rules.

Passive Enemies: They always try to flee, by all


means. A ship succeeds in fleeing as soon as theres a
5-square distance (straight line) between both ships,
or leaves the board by any side.
In Single-Player Mode you must move the enemy
away, as much as you are allowed to by its Speed
during its turn.
Whenever an enemy has a chance to use its cannons,
it must do so before moving.
Passive enemies never board other ships, their Fight
Ability is used only for defence.
Neutral Enemies: This type of enemy will not
perform any action or movement, unless you attack
them somehow, which turns them into an aggressive
enemy type immediately.
As soon as there are five or more squares between the
enemies and your ship, the enemies corresponding
counters are withdrawn, and the event is discarded.

- Enemies attack and Movement: There are


three different types of enemies, according to
their role. Aggressive (Coast Guard Brigantine,
Galleon, Ghost Ship and Sea Monster), Passive
(Merchant Cog) and Neutral (Whale).
Aggressive Enemies: They will try by all means to

SEA ENEMIES TYPES:


- Merchant Vessel:

With these enemies you


must be very careful not
to shoot the Hold, as any
impacts there will make
you lose one piece of
goods. If you manage to
make the ship crews surrender, or finish them off, you
can draw the same number of goods tokens as indicated
on its Hold points, and add them to your Hold (as long
as you have enough space).
A captured Merchant Vessel adds 3 points to your
Morale; A Merchant Vessel that manages to flee,
however, will reduce your Morale Points by 3.
- Galleon:
THE ENEMIES:
The characteristics of sea enemies usually coincide
with those of your ships:
- Enemy Type.
-Speed: It indicates the number of dice to roll, and the
results to be obtained to succeed. For every success, the
enemy can move one square in any of the directions
on the green sides of its token.
- Firepower: It represents the dice to be rolled in
naval battles. Neither the Whale nor the Sea Monster
have the chance of performing Naval combat ranged
attacks (thats what you get for having flippers or
tentacles instead of cannons, har har!).
- Fighting Capacity: The number of PS to face a
boarding or defence, and the range in which rolls
succeed. When an enemy FC is reduced to zero, it
surrenders and is discarded, granting any Morale or
loot rewards indicated on its card.
- Hold: The impact points that an enemy can take
before being sunk. Some enemies carry goods in their
holds; try not to damage them if you ever want to
obtain any booty!
- Morale: the amount of morale points you can win or
lose, depending on the enemy and the outcome of the
encounter.

Special Rules for enemies and special events in


the high seas:
Whenever an enemy card appears on your crossing,
you must use its enemy card and token to represent
it. Next, check its stats for Speed, Hold and Fighting
Capacity, if any. Assign a Wound Token in every
corresponding box in the card for these mentioned
stats. Every time that enemy receives an Impact, the
Captain will draw that many impact tokens and assign
them accordingly; move the wound tokens one square
back for each impact on their area.
When a box reaches one, that area will be lost:
1.- If its the Hold that goes down to one first, the
enemy is sunk. You will benefit from any Morale
rewards as a consequence of sinking this enemy.
2.- When an enemy has lost all its Sails (speed), it will
only move with 1D6.
3.- If the Fighting Capacity goes down to one, that
will mean you have obliterated all of the enemys Crew
Squads, and so that enemy surrenders. You obtain all
the rewards.
The Whale does NOT have a Fighting Capacity,
therefore any deck impacts will be assigned to its Hold
value.

A sunk or captured
Galleon adds 8 Morale
Points to your crew,
although we must advise
that it is a somewhat
suicide mission... If you
manage to flee from it, your Morale Points go down in
3. If you capture a Galleon, you can draw as many
goods tokens as Hold Points the Galleon has left at the
moment of being captured.
- Coast Guard Brigantine:

A Pirate Captain who


succeeds in fleeing from a
Coast Guard Brigantine
loses 2 Morale Points
from its crew. On the
other hand, sinking or
capturing it will grant you 5 Morale Points. Its capture
will allow you to draw as many goods tokens as Hold
Points the Brigantine has at the moment of being
captured.
- Sea Monster:

The Sea Monster will use


its full movement to come
into the same square as
you are in; at that
moment, it will use its
Fighting Capacity with
four tentacles (FC 1D6 for each). For each hit, it draws
an impact token, applying the corresponding damage
to the pirate ship. The sea monster will not cease

attacking until your ship sinks down into the depths.


Whether you defeat it or flee from it, you get +3
Morale Points.
- Whale:

If attacked, it will try to


use its only weapon
(Charge) moving towards
your ship. If it manages to
coincide in the same
square as your ship, it will
automatically deduct 2 Hold Points from your vessel.
To repeat its charge after the attack, the Whale must
leave your square into a different one.
To fight the Whale there are two options: By means
of your Firepower, or using your Fighting Capacity
when the Whale is situated on the same square as you,
in the same way as when your crew is boarding a ship,
but drawing an impact token for every success.
If the Whale reaches 0 Hold Points, you get 2 pieces of
supplies, +1 Goods token and +3 Morale Points.
If you decide not to confront the Whale or you flee
from combat, you lose -3 Morale Points.
- Whirlpool:

The Whirlpool places


itself under your ship
token, and stays on the
board until you manage
to flee away from it,
getting to a 5-square

(straight line) distance.


At the beginning of the enemies turn, if your ship
happens to be in the same square, or any square
adjacent to the Whirlpool token, it inflicts 1 impact
to your Hold.
As long as you stay inside its effect area (a 5-square
straight line radius), deduct -1 from your Speed Rolls.
In the enemies turn, the Whirlpool will roll 1D6; if it
gets a higher result than your speed roll, it will pull you
one square towards the Whirlpool token.

- Ghost Ship:

The Ghost Ship cannot be


attacked in any way. All
you can do is flee from it.
At the beginning of its
turn, it will deduct 1
Morale Point out of your
crew if your ship is 5 or less squares away from the
Ghost Ship token.
- Island: (Spend 1 Provisions when you are done
with the island.
Divide your PS between
explore and repair.

this chart:

Explore: for every PS in


this category, roll 2D6
and check its result on

12

You find a 100-coin booty.


You rescue some shipwreck survivors, who
10-11
join your crew. +1PS and +1 Supplies.
8-9 You get+2 Supplies.
5-7 You get +1Rum and +1 Supplies.
3-4 You find nothing.
Cannibals have captured your explorers
2
(-1PS).
Repair: Take a single 1D6 roll and check the chart
below.
6
5
3-4
1-2

Remains from a shipwreck allow us to repair


2 impacts per PS.
You can repair 1 Impact per PS.
You can only repair 1 Hold impact per PS.
You dont find any materials in this island
that can help you repair your ship.

5. END OF THE VOYAGE PHASE


If the ship is captured, sunk, or navigates to the square
marked in the adventure book, the Voyage Phase is
over.
Players unveil their goals to the rest of the board and
check who succeeded, obtaining the corresponding
reward for each goal achieved.

WHAT SHALL WE DO WITH THE


TREASURE?

All richness you may obtain, whether theyre coins


or other treasures, are due to be taken on board at
the risk of losing them all in a naval battle, by being
sunk or surrendering.
To avoid this you can store any amount of your
choice in any of the islands on the Board.
The Captain will keep a record of this island in his
logbook. Whenever you need your treasure, or
want to add more riches to keep them safe, all you
will have to do is travel to that island.

6. VOYAGE PHASE ABILITIES:


Deck Officer: Increase Fighting Capacity by 1D6.
Lookout: If wishes to, he can place any enemy at a
4-square distance instead of 3 when it appears.
Navigation: Increase your Speed Rolls by +1D6.
Clairvoyance: Allows the Captain to ignore one
event card per Voyage phase.
Artillery: Add +1 to your Firepower Rolls.
Medic: A crew that loses one or more PS in combat
after a Voyage event, can recover one PS by rolling at
least one 6 in an Intelligence Roll with the Surgeon.
It can also bring down the effects of illness-related
events.

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