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Galleon
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
Ghost ship
Prestige Tokens
Use your prestige to try and get
captaincy during a mutiny.
1. INTRODUCTION
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.
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
Voyage Goals
1
Ending the Voyage phase with 8 fewer morale points that it started off with.
1PP
2PP
1PP
1PP
Ending the Voyage phase with 5 fewer morale points that it started off with.
1PP
1PP
2PP
1PP
3PP
10
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
1PP
15
1PP
16
There are exactly 10 occupied Hold squares at the end of the Voyage phase.
2PP
4.1.- Events:
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).
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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
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:
- Ghost Ship:
this chart:
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