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Pirates Constructable Card Game, Advanced Rules 1.

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Table of Contents Introduction Setup Player Nationality Create Fleet Pick Reserve Ships Neutral Ports Placing Wild Islands Placing Terrain Choose Home Islands Fill out Ship Sheets Place Treasure Playing the game Round Order Initiative Phase Movement Phase Actions as a Result of Moving Attack Phase Fire Cannons Cannon Range Table Damage Charts Monster Attack Boarding Attack Boarding Results Claiming Abandoned Ships Misc Phase Any Ship Homebase docked ships

Neutral Port docked ships Wild Island docked ships Grappled Ships Nature Aligned player Round End Ending the Game Shops Homebase Shops Neutral Port Shops Shop Ware detail Specialized Ammo Ship Upgrades Additional Crew New Game Concepts Appendices Appendix 1 - Ship Sheet Instructions Appendix 2 - Tables Cannon Range Table Damage Tables by Ammo type Monster Attack Boarding Attack Results Appendix 3 - Card Compendium Appendix 4 - Revision History Contact Information

Introduction: First off I love this game, and cannot help myself from buying the ships every time I see them available. I am disappointed that currently there are no plans to continue the franchise, but also see that adding more and more expansion decks, will really just clutter the game further. Maybe it is time to just utilize the pieces we have. After having played the Pirates Constructable Card game using the basic rules, and the complete game rules, I found the game to still be lacking something. I always felt the complete game rules were written to be easy to understand, which leaves the game lacking depth.

Using my experience with more advanced tabletop games, and game design, I decided to rewrite the rules from the ground up, trying to keep the spirit of the game, but adding more depth and strategic decision to the game. This set of rules probably ups the minimum age, but I think will add extra life to the pieces you already own. Unfortunately I came into the game shortly before it ceased production, so I do not have a huge or all inclusive set, and am missing a lot of the rare pieces from the older sets, so this ruleset is not currently all inclusive, as some individual pieces have to be reworded to fit the new ruleset, while other pieces are eliminated entirely. So if you have a piece that doesn't seem to fit the rules here, but is not defined in any of the material feel free to make up the rules for it, or contact me via the contact options at the bottom. Please include the Expansion it came from, the Piece name, and any and all descriptive text on the piece and I will try to include it in the next revision. The primary difference in this set of rules is the addition of Ship Sheets. These sheets will be filled out during game setup, and stats of the ship will be kept there, instead of using the original Plates. This allows the ships to be much more dynamic, allowing them to slow as it loses masts, changing its strategy as it loses cannon from one side, etc. There is a template for the Ship sheets available with 4 Ship Sheets per page. Ship speeds are now dynamic with Mast damage, but cannon ranges have increased significantly. The new rules lend themselves to a larger playing field, a large table might work well for 2 or 3 players, but not much more than that. Room floors are a little more suited for the map size. All rules here are meant more as guidelines than actual rules. Be creative and feel free to hone the ruleset to your liking. As you make house rules though, make sure all players understand the changes and agree to them. No-one likes a rule change sprung on them in the middle of a game. If you are particularly proud of your house rule, or feel a rule listed here is broken or unbalanced, please let me know and I will attempt to work in your ideas to the next revision. Within the Rules I will commonly refer to Ships, where I am referring to both Ships or Monsters.

Setup: As with the original game, pick a Starting Point limit. We will use a 50 point game as an example. Out of Bounds Define the play area, if using a table top define what constitutes leaving the playing area. If using a room floor, lay out boundaries to determine where ships may and may not travel to decrease arguments in the heat of battle.

Determine Player Nationality Each player chooses a Nationality, take all the flags of the nationality to mark your ships. I tend to allow any ship to be any nationality in our play, but your house rules can override this. If playing with more than 2 players, one player may opt to play as Nature as their nationality. See Nature Alignment rules under New Concepts.

Create Fleet Using the Point system each player builds a fleet by choosing Ships, crew, monsters, upgrades, etc to total the point limit. Use the new Homebase shops Lists for prices of upgrades. See Additional Special Unit compendium to determine what special units do with the new ruleset as not all original text makes sense with the new rules. (Not currently available, coming soon)

Pick Reserve ships (Optional) Ships may be chosen as Reserve for later on. Players should agree on if reserve ships will be allowed. The total cost of the ship needs not be spent at the beginning of the game, but only part of it. If the full amount is not spent, then the ship does not start the game but is left as reserve for later on. Once the game begins, these ships may be hired by spending recovered gold (gold that has made it back to the players home island) to complete the amount not covered by Starting Points. i.e. a player picks a ship for reserve that costs 8 points. He only spends 4 Starting points on it. He may fill out a Ship Sheet for it, with a new cost of 4 gold, the ship does not start the game, but is left out-of-bounds. During the game, on a Miscellaneous phase, if he has at least 4 gold at his home base, he may spend that gold (removing it from the game) to commission that ship. It can now be used in the game, and starts in the home port. Upgrades can be purchased for a reserve ship at the time it enters the game using the Shops, but Gold must be spent on it, players cannot upgrade Reserve ships using starting points.

Neutral ports (Optional) Decide on whether or not to use the Neutral Port option and how many. Do not count Neutral Port Islands in the Wild Island count. See Neutral Ports section toward the end of the rules for details. If using Neutral ports, pick 1 Island for each neutral port to be used. If using just one, agree on a generally central spot in the playing field to place the port. If using more than one, use house rules for placement. Place a Neutral Port Marker on this island to indicate its status. No Gold is hidden on the neutral port island.

Placing islands Pick a number of wild Islands to use in the game. Generally Starting Points/10 works as a good rule of thumb. The less islands, the more interaction. Lay all chosen islands out face up. Players take turns placing Islands within the play area. Each Island should be at least 3L away from other islands, but depending on play size, minimum distance can be further or less. Trapping Islands (Optional) If agreed upon by all players, roll a 1d6 for each wild island. Take an unused treasure marker and place it face up on the island denoting the number of traps located on that island at the start of the game. For a roll of 1 through 4 mark that number on the island, for a 5 or 6 do not place any traps to start on that island. See Searching for treasure for rules on traps. Hidden Traps (Optional) To further add to the suspense of traps, follow the rules above, but instead of marking the number with a face up treasure, do the following. Take some extra treasure pieces, with values from 1 through 4 or 5 (who doesnt have tons of them?) and with a marker black out the back of it to denote that it is not standard treasure. On all the 5s black out the number on the reverse side as well, these denote Zero traps. Now shuffle these together and place them face down on the islands. Now you will not know how many traps start on the islands until you get there. Only the player setting off the first trap will know.

Placing Terrain (Optional) Decide on the number of terrain pieces that you will use in the game, and place them in a similar fashion as the islands. Terrain must be at least L away from other islands, and 3L from other terrain pieces. If playing with a Nature Aligned player, then that player may place all the Terrain tiles once a number is chosen. See Nature Aligned topic under New Concepts for additional rules.

Terrain Clarifications for new Rules Ice Bergs - damage Hit points not masts when playing the advanced rules. Other than that, rules are the same Fog Bank - All original rules should apply Whirlpool - Whirlpools damage Masts Reefs - Damage Hit Points

Choosing Home Islands Each player chooses a home island (or Base). Place each starting ship so it touches this island in some fashion at the start of the game. Each Homebase gets 5 crew for defense at the start of the game to repel raiders. Any number of extra crew can be hired from the homebase shop at regular price, and no consideration for cargo space is used. As long as the starting points are spent. These crew are non-transferable, thus cannot be moved onto ships later in the game, they are for Defense of the homebase only. Only the Extra Crew are purchasable for Homebases.

Filling out Ship Sheets Use the new Ship Sheet printouts, and Ship Sheet instructions found in Appendix 1. Use one for each ship/monster in each players fleet. Write the detail from the original deckplate onto the corresponding locations of the ship sheet. Document any additional upgrades purchased from the shops on the ship that will be carrying the upgrade. Each upgrade is purchased per ship, not for your whole fleet. Also document any specialized crew that was purchased as to what ship they will be on.

Placing Treasure Decide on a number of treasure coins to be contributed by each player. For a 50 point game with 2 players, 12 coins totalling 30 points from each player is a good amount, but this is negotiable by players, the more total coins the longer the game. Remember that some gold may be spent during the game, so go with a little more starting gold than you are used to in the original rules. Turn all coins face down and shuffle them all together. Randomly place the coins on the wild islands, distributing them as evenly as possible. (Some islands may get 1 more coin than others) Players adding in special treasure should agree on the rules for that treasure before placing it in the field, in case there are conflicts with the Advanced rules. Once all Treasure is placed you may begin the game. Any unspent Starting Points are thrown out as soon as the game starts. Ship Upgrades and crew must all be placed on ships before starting. Players cannot stockpile the upgrades or crew for later use.

Playing the Game

Round Order: The game consists of rounds, each round has 4 phases. All players will complete the Initiative Phase first, then once all players have rolled their initiative, each player order will complete the Movement phase starting with the Highest initiative first. Once all pieces have moved, the attack phase begins using the Lowest Initiative first. Then the Miscellaneous phase Roll for Initiative

Movement Phase Attack Phase Misc Phase

Initiative Phase: Each Ship or monster rolls for initiative using the following chart. Number of Ships starting game: Pieces Initiative Die Roll <= 20 2D6 >20 and < 2D10 40 2D10 (Using 10x One >=40 die) Each ship is assigned the number rolled -1 for each undamaged Mast on the ship with any additional modifiers. Monsters do not get a bonus to their initiative based on undamaged Tentacles, or number of segments. Any Ties are left as is, and those pieces will take their turns simultaneously if possible. The highest initiative goes first for the Movement Phase, and the lowest goes first for the attack phase. If the movement or attacks affect another ship with the same initiative roll, then a second initiative roll is made by those tying pieces for each phase as needed. i.e. two different players both end up with 4s for their ships initiative. Both ships are close together and one ships move may affect the other. In this instance when it is those ships turn to move, a new Initiative roll is made for those two ships (No modifiers are used during this Roll-off). The higher roll moves first, then the lower roll (this second initiative roll only affects this round and these ships, the original Initiative roll is still used for turn order during other phases). During the attack phase if the two ships are still close together and either player wishes to make an attack that would affect the other ships ability to attack, a new initiative roll is made to determine who attacks first, the movement initiative roll is disregarded and does not affect this phases roll. If both players just wish to make a normal shooting attack, both attack simultaneously, and damage is taken after the attack. i.e. if both shoot at each other at the same time, damage to cannons is determined after the attack. Attacks that would affect the other player would be a boarding attack. Once every object has an Initiative assigned, Movement phase begins.

Movement Phase: Using the Highest initiative piece first and going down in sequence, each piece makes its movement following the movement rules. Ships and monsters cannot move through any island or other ship. If a piece has a combination move, such as L + S, it can move either L or S first, though can only change direction between each measurement. If a ship touches another ship or island during its move, it must stop even if it could have moved further. A ship that has been rammed by another player on this round cannot move, but may move away starting on the following round. A ship that rammed another ship may not move until the other ship has moved away, is captured, or sunk. Movement is measured from the nose of the ship where it touches the playing surface. Ships may not turn more than 90 degrees per measurement, unless otherwise stated. Using the measure tool for the first movement segment, place the tool at the nose of the ship laid down in the direction the player wishes to move. Pickup the ship and move it so that the nose of the ship (where it touches the surface) is touching the end of the measure tool. The ship is placed so that the length of the ship aligns with the tool. Any additional movement allowed is measured in the same fashion.

Actions as a result of Moving (Performed during movement phase): Ramming: If any part of a players ship touches an enemys ship during, or at the end of its movement, the enemys ship is rammed. The ramming player rolls 1D6 + Current Hit points of ship +1 for ramming, the rammed player rolls 1D6 and adds current number of hit points of their ship. If ramming player has a higher total, then the rammed ship takes 1 point of damage. If rammed ship is higher by 2 or less, then no damage is awarded to either ship. If rammed ship is higher by more than 2 points, then ramming ship takes 1 point of damage. Docking: If ship comes in contact with an island or its home port, the ship is docked. Docked ships do not get an Attack action. If a ship begins its turn docked, it may undock first, which allows the player to place it at any angle they wish, prior to movement. Some part of the ship must still be in contact with the dock prior to movement beginning. Towing: If a ship is abandoned (Has 0 Crew), or derelict (0 hit points) it can be towed. The Towing ship must start its turn touching the derelict. When towing, base move is 1S. If a towed ship has crew still aboard belonging to another player, they are automatically killed when the towed ship arrives at the towing players base. The towed ship now belongs to the towing player. Once all ships have completed their movement phase, the attack phase begins.

Attack Phase: Using the Lowest initiative piece first and going up in sequence, each piece makes its Attack decision following the attack rules. Each piece can only do one of the following during the attack phase.

Attack options: Fire Cannons Monster Attack Perform Boarding attack/Raiding attack Nothing

Fire Cannons Ships fire their cannons at enemy ships. Players cannot shoot at their own vessels, or shoot a vessel they are in contact with. Use the new Cannon rules and tables to determine Damage and hits. Cannons fire directly broadside, meaning all measurements are made from the Center of the mast directly perpendicular to the ship, only those cannons on the proper side can fire, and only if each cannon reaches the ship. If fire line crosses an enemy ship without crossing another ship or island, then the enemy maybe fired upon. If cannon is forward mounted or rear mounted, then it fires straight forward or backwards respectively. Each cannon is rolled separately. Without any modifiers, attacker must roll higher than a 3 on 1D6 to hit the target. Apply modifiers to the base number of 3, Roll must be higher than the modified base number. i.e. Ship A is firing

on ship B. Ship A has 4 cannons, 2 White cannons with a 3, and 2 red cannons with a 3. Ship B is slightly further than 1L distance. Using the table bellow, Ship B is Long range for the 2 White cannons, and Short Range for the Red cannons. For the white cannons the player must roll higher than a 5 (Base 3 + 2 for Long Range), for the red the player must roll higher than a 3. Additional Modifiers. Other objects and crew can modify the base number further. i.e. ships with Captains aboard are harder to hit, so they get a +1 to the base number, so using the example above, Ship A could not shoot at Ship B that has a captain with its red cannons due to having to roll higher than a 6 to hit, which cannot be done with 1D6.

Cannon Range Table Use the Old class of Cannon (Red or White Die value) to determine the new range. For new distances, use the closest part of the targets Hull that crosses Fire line to determine range. Consult the Range tables to determine hits. If a target is under the minimum distance listed then there is a +2 to the Base number. For all other ranges, the target must be the listed range or less to qualify for that range. i.e. a White-3 ranked cannon will be Long distance to fire at a target slightly further than L away. Old Rank (White) 5 (White) 4 (White) 3 (White) 2 (Red) 5 (Red) 4 (Red) 3 (Red) 2 New Range Minimum (+2) S L L Short (0) S L L L SS LS Medium (+1) S L SS SS LS LL LLS Long (+2) S L SS LS LL LSS LLS LLL

Once Hit is determined, the attacking player re-rolls 2d6 for damage done. See Damage charts below for detail. For determining angle of attack utilize where the fire line actually crosses the target. All angles of a monster is considered Broadside. For damage to Masts or Cannons, mark the closest available cannon to where the fire line first crosses the ship as destroyed on the ship sheet. If that cannon is already destroyed, go to the next available cannon on that side of ship. Loss of cannon only occurs on the side being hit, unless it is a raking shot, then the closest cannon to the shot on either side is destroyed, in case of a Tie player owning the target ship may decide. If a broadside attack succeeds, and a Cannon is damaged, but all cannons on the side of the target are already destroyed, then ignore the damage. If target is a monster, then cannon or mast damage removes a tentacle. Crew damage is ignored on Monsters.

Damage Charts For regular Cannon balls (See additional Tables for other Ammo types) Broadside Fire Line crosses middle of ship Raking Shot

Crosses first in front (Section lifted from surface) or back of ship and continues across at least 1 mast Grazing shot Fire line only contacts an extended part of the ship, i.e. Oars, sails, nationality flag Rolle Broadside d 1 HP + 2 Cannon 3 2 HP 4 1 Cannon 5 1 Crew 6 1 HP 7 1 HP 8 1 HP 9 1 Crew 10 1 Mast 11 2 HP 12 Raking Shot 1 2 HP Grazing Shot 1 Cannon 1 HP 1 HP Superficial Superficial Superficial Superficial Superficial 1 HP 1 HP 1 Mast

1 Mast Superficial 1 Crew 1 HP 1 HP 1 HP 1 Mast Superficial 1 Cannon Rudder 1 HP + 1 Mast Damage*

*Rudder Damage can only occur if the fire line first crossed the rear of the ship, otherwise take 1 HP Damage

Monster Attack There is no range for monster attacks. As long as some part of the monster is in contact with the target, all sections can attack equally. Meaning they must roll higher than a 3 to attack. If both target and attacker are monsters, then a Base of 4 is used. Most Target Hit modifiers still apply, so a target ship with a captain would still get a +1 to base, and the monster would have to roll. Once a hit is determined, use the following table for damage. Rolle d 2 3 4 5 6 7 8 9 10 11 12 Damage 2 HP 1 Mast 1 Cannon 1 Crew 1 HP 1 HP 1 HP 1 Crew 1 Mast 1 Cannon Rudder Damage

Boarding Attack If a ship is in contact with another ship they may perform a boarding attack. The attacking player chooses how many of their crew will attack and gets to roll 1D6 per crew that will be attacking. For each attack roll the defending player may roll 1D6 as long as he has available crew to defend, a single crew can continue defending until it is wounded or dead. Follow the table bellow for each roll, subtracting the Defend roll from the attack roll. Monsters may perform a Boarding attack against a ship it is in contact with instead of a normal attack. In that case the Monster decides how many tentacles it is boarding with, results are the same, if the attacker dies, then that tentacle is destroyed.

Raiding Attack If a ship is in contact with another players homebase they may perform a raiding attack. The raiding attack operates exactly as a boarding attack, except the attacker can steal from the defending players gold that has already been returned to the home island. No Search is necessary like a Wild Island, any treasure can be taken after looking through the pile. While a ship is docked at an enemy homebase that base is considered under siege. See Siege rules in New Game Concepts for rules. Differenc Affect e >= +4 Defending crew dies Defending crew is wounded (Cannot roll anymore this +1 to +3 round) 0 to -4 Defender Succeeds (Nothing happens to either crew) <= -5 Attacking crew dies Boarding/Raiding results If each attacker was able to roll and there are still defenders left unwounded, then the boarding party was rebuffed and nothing further occurs. For other results: At least one defender left wounded - For each attacking crew that is not defended against (All other defenders are wounded or dead) the attacker may take 1 treasure, or destroy 1 cannon or mast, their choice. Attacker gets to look through the treasure aboard the ship prior to choosing. i.e. Attacker has 3 crew, attacking a ship with 2 defenders. 1st attacker wounds a defender, second attacker kills the defender, third attacker is not defended. Attacking player may take 1 treasure from the defending ship. Treasure still takes up 1 cargo space per token, so only treasure that has space available can be taken. All defenders dead - If there are no crew left on the ship, the ship is considered abandoned, see Claiming Abandoned Ships section. Homebases cannot be abandoned, if all defenders are dead then the attacking player can continue to steal treasure for each crew member aboard until it runs out of cargo space. All Attackers dead - If the attacking player chose to attack with all of his crew, and they all died, then the attackers ship is considered abandoned

Claiming abandoned Ships If at any point during a Boarding Attack the defending ship has no crew alive, then the attacker may claim the ship by moving some of the crew from the attacking ship to the defending ship. If the attacking ship only has 1 crew, then the ship cannot be claimed. Crew that were not a part of the battle may still be moved during claiming. If the attacker was a Monster and there are no defenders left, then the monster may scuttle the ship on this turn if the player decides to, and the ship with all its cargo is sunk. If the Attacker lost all of their crew in the attack, the defenders must wait until their next Attack phase before they can claim the ship, that may be this round, or next depending on initiative. Once all attacks have been made, the round moves to the Miscellaneous phase.

Miscellaneous Phase The Miscellaneous phase is used for other actions, any action listed here can be done as long as the ship/monster or crew meet the qualifications for the action(s). These actions do not affect other players ships so generally can be done simultaneously. Any Miscellaneous action should be announced to the other players to ensure no one is accused of cheating. If conflicts arise among players, use Initiative to determine order, lowest goes first.

Any Ship (At sea or docked) The following actions can be performed by any ship that has crew during this round. Throw cargo overboard A crew can throw any cargo overboard that is not attached to the ship (Cursed items are assumed to be attached to the ship for all intents and purposes) Specialized ammo, or treasures can both be thrown overboard to free cargo room. Upgrades are not cargo, and thus cannot be discarded. Crew cannot be thrown overboard. Any cargo that is thrown overboard is removed from the game and cannot be brought back into play.

Homebase Docked Ships If a Ship is docked at its home base during this phase it can perform any of the following assuming the homebase in not under siege: Repair Ship A ship may repair 1 thing either a +1 HP, repair a mast, cannon or the rudder. It may repair 1 thing per turn it is docked. Re-Crew A ship automatically gets replacement crew when it docks at its homebase. Only general starting crew is replaced, Special crew is not and cost extra money according to the shops. Shop A ship at dock may utilize the Shop for additional upgrades based on cost. Any gold spent on upgrades is lost and taken out of play (Does not count toward winning the game)

Neutral Port Docked Ships If the Neutral Ports are being used, any ship docked at a Neutral Port Island during this phase may perform one of the following using gold aboard the ship, or gold that has previously been returned tot he home base. Repair Ship A ship may repair 1 thing either a +1 HP, repair a mast, cannon or the rudder. It may repair 1 thing per turn it is docked. Re-Crew At a neutral dock, roll 1D4 (if available, 1D6 if not) to determine the number of crew available that round. For 1 gold the player can hire up to that number to re-crew their ship. (Cannot go over original crew amount) No specialist crew are available at Neutral docks. If two players are at the same neutral port, each player may role for number of crew. Shop A ship at dock may utilize the Shop for additional upgrades based on cost. Any gold spent on upgrades is lost and taken out of play (Does not count toward winning the game) Use the Neutral Dock shop list for prices and availability of upgrades.

Wild Island Docked Ships If a ship is docked at a wild island during this phase it may perform one of the following Search for Treasure Player chooses a number of crew to search the island, they get off the ship, if the crew is already off the ship from a previous failed search they can stay off the ship and search again. Roll a 1D6 for each crew searching. If the player rolls a 1, the searching crew is killed by a trap if the island has one. (See Set Traps for details) For a 4 or 5 that crew finds a random treasure on the island, if the player rolls a 6 they may look at all the treasure and pick which one they want. Reshuffle the treasure on the island before replacing it. The crew and treasure stay off the ship till the next Misc phase. Load Treasure or Crew Crew that left the ship in a previous turn and found a treasure, or not, gets back on the ship, loading any treasure they found. Each crew can only carry one treasure token at a time. A single crew cannot perform a Load Treasure and Search for Treasure in the same round. Set traps The crew spend a round setting traps around the island. Place a treasure marker (that was not in play) or exchange the current trap marker for one denoting the new number of traps face up on the island to denote the number of traps set, each crew can set 1 trap per round. Each crew setting traps is removed from the ship until the next Misc phase. Traps are not player specific, and if the same player searches the island for treasure at a later time their crew may set off the traps.

Grappled Ships If any Ship is in contact with another ship owned by the same player, either ship may perform the following Transfer crew Crew can be redistributed between the ships. If one of the ships is left with no crew it becomes abandoned. Transfer Specials or Treasure Any movable specials (Those not attached to the ship itself) or any Treasure can be transferred between ships. Sabotage Ship The player may sabotage the ship when they abandon it, causing it to sink at the Misc phase of the next round. If another player tows or claims the ship prior to then, the scuttling fails and the ship does not sink.

Nature Player Any player playing the Nature Nationality can perform these during the Misc phase. Players playing any other nationality even if they have Monsters in their fleet cannot perform these. Haunt a Ship If any player owned ship (Any ship, doesnt have to be of the Cursed nationality) during the game looses all its crew while still being operational (Still has at least 1 mast and 1 hit point), and is left

crew-less for a full turn (Misc phase to Misc Phase) then the Nature player may Haunt the ship on the Misc phase. If a ship is abandoned willfully by a player (Such as all crew searching an island) then the ship cannot be haunted, only if the last crew member of the ship was killed by any means can it be haunted. The acquired ship cannot be repaired by the Nature player, but can be used like any other ship as is, except cannot be used for boarding actions, since there is only one ghost crew. Upon haunting a ship, the Nature player can throw any cargo currently on the ship overboard (Even cursed treasure that might be normally attached to the ship) A Haunted ship has a single standard crew aboard it, if the ship is of the Cursed nationality then the ship gets a single Captain crew member and is awarded all the benefits of having a captain.

Round End After all ships have performed any Miscellaneous actions, the round ends and a new round begins with the roll for Initiative. If all gold has been recovered from the wild islands, and is back at player bases or sunk, then the game end. If at any point 1 player has more than half the starting gold at his home base and still in play (Not spent at shops) that player automatically wins.

Ending the game Rounds continue until one player has over half of the initial starting gold still in play, or all gold from wild islands has been taken back to home islands or sunk. The winner is declared by the person having the most gold at his home island when play ends. Gold spent on upgrades or reserves is out of the game and does not count. Gold on board ships that were sunk is out of play, unless a player is controlling the Nature alliance, at which point consult the Nature Alignment rules for winning conditions.

Shops At the beginning of the game, any additional Starting points can be spent at either the Shipwright or Tavern. 1 point = 1 gold for purposes of using the shops at the beginning. Once the game starts, the shops can be utilized by ships docked at their home bases, or the Neutral Port shop can be utilized when docked at the proper islands.

Homebase Shops Shipwright Ammunition: Chain shot (10x) Grape Shot (10x) Firepot (5x) Smokepot (5x) 3 2 2 2 2 Price

Exploding Shell (5x) Ship Upgrades Replacement Parts Hull Plating 4

Triple Hammocks

2 0 0

Front Mounted Cannons (Start Only) Aft Mounted Cannons (Start Only) Royal Sails (Start only) 3

Repair Damage (During game only) Tavern Crew for Hire Captain Explorer Helmsmen Musketeer Cannoneer Carpenter Marine Extra Crew Oarsmen 2 * 1 1 2 1 2 3 2 2

Specialized Crew (Named Crew)

Neutral port Ammunition: Chain shot Grape Shot Firepot Smokepot 4 3 2

Price

Exploding Shell Ship Upgrades Replacement Parts Repair Damage Crew for Hire Explorer 2

2 *

Musketeer Cannoneer Carpenter Oarsmen

3 3 2 1 *

Replacement Crew

*See Detail for price

Shop ware detail

Specialized Ammo The specialized ammo is purchased at the beginning of the game for an extra Point. It takes 1 cargo space of the ship that will carry it. Later it can be purchased from the players homebase or possibly from a Neutral port. Any White cannon on the ship can fire the specialized ammo as long as it is specified by the player prior to rolling for hit. Each Specialized ammo contains a certain number of shots, when all the shots are used, the cargo space is free to be used by something else. The shot is used up regardless of whether the shot hits or misses. Chain Shot (x10) Chain shot has better chances of taking out masts. Use the Chain shot damage table to determine what is damaged when the shot hits. Chain shot will not hit if the shot is a grazing shot. Grape Shot (x10) Grape shot has a better chance of taking out crew members on the target ship. Use the Grape shot damage table to determine what is damaged when the shot hits. Grapeshot will not hit if the shot is a grazing shot. Grape Shot has no affect on Monsters. Firepot (x5) Firepot ammo is built to ignite the surface of the ship. If hit in the right spot the deck of the ship will light on fire. Replace 1 mast with a fire mast. Each round during the Misc phase (Including the next Misc Phase) that the fire burns the owning player rolls 1D6 for each crew member aboard the ship (Only regular or Extra Crew, special or named crew do not participate). A roll of 6 means one of the fires goes out, remove a fire mast. On a roll of 1 the fire spreads to another mast, replace another mast with a fire mast (this can occur only once per Misc Phase even if more than one crew roll a 1). Use the Firepot damage table to determine if the shot hits the right location. Firepots will not hit with a grazing shot. Fire Pot ammo has a small probability of exploding in the barrel of the cannon, destroying the cannon firing the ammunition. Firepots have no affect on Monsters. Firepots only affect Masts, and not HP damage, thus a ship can become stationary, but will not sink because of Firepot damage. SmokePot (x5) Smokepot ammo creates fog banks to help the ship escape from pursuit. Smokepot ammo is not fired at a ship instead declare that a cannon is firing a smokepot, and place the center of a fog bank within S of that side of the ship (Or forward or behind, if this ship has cannons pointing in those directions.) Remove the Fog bank at the end of the Misc Phase of the next round. Exploding Shell (x5)

Exploding shells are hollow cannon balls filled with explosives. These are dangerous to both the attacked ship, and the ship firing them, and must be handled with care. When firing exploding shells, if a 1 is rolled when determining if the shot is a hit, the shell explodes in the cannon, destroying the cannon and causing 1HP damage to the firing ship. Use the standard Cannon Hit table if a hit is scored. If the damage is HP damage, add +1 HP damage to the result.

Ship Upgrades Ship upgrades are purchased at the start of the game using Starting Points. After the game starts upgrades can be purchased using recovered gold. Replacement Parts Replacement Parts are to help aid a damaged ship. Each Replacement Parts purchased takes up 1 Cargo and contains 1 Mast, 1 Hull repair, and 1 Rudder. Replacement parts can be utilized during any Misc phase to repair a damaged Mast, Hit Point, or Rudder on that ship, without having to be at port or stopped for the turn. Replacement parts can be thrown overboard if desired, but the cargo space is only freed if all parts are used or thrown overboard. i.e. Having used a rudder, a ship would still have 1 cargo space being taken up, even if they throw the mast overboard, they would also have to throw the Hull piece overboard or use it to clear the space. Hull Plating The ship has additional plating added. The plating takes up 1 Cargo space and gives +2 Hit point to the ship. The plating can be repaired like any other damage, at 1HP per turn of repair. Even when damaged, the plating still takes up cargo space, and cannot be thrown overboard. Triple Hammocks The ship is equipped with 3 hammocks high in the crew quarters instead of the normal 2, allowing the ship to carry extra standard crew. Tripple Hammocks are installed in the crew quarters only, so the upgrade does not take cargo space. Upgrade does not affect Extra Crew who reside in the cargo space. Take Ships original Cargo capacity; if it was 1, 2, or 3 the ship gets +1 crew to the original number. if the original capacity was 4 or greater, the ship gets +2 crew. Front Mounted Cannons (At game start only) For ships that have greater than 1 mast, the cannons located at the front mast may be mounted facing forward instead of broadside. This allows the ship to fire directly in front of it with 2 cannons. This upgrade is free at the beginning of the game, and cannot be changed after game starts. Aft Mounted Cannons (At game start only) For ships that have greater than 2 masts, the cannons located at the rear mast may be mounted facing backwards instead of broadside. This allows the ship to fire directly in behind it with 2 cannons. This upgrade is free at the beginning of the game, and cannot be changed after game starts. Royal Sails (At game start only) A ship with Royal Sails has the ability to add additional sails to the current Masts it has, increasing its speed. Royal Sails can be deployed or hauled in during the Misc phase of any turn (Or before the game starts) as long as it has 50% or more of its original masts. A ship with Royals deployed does not get to fire its cannons during the attack phase, instead will be allowed to move S during its Attack phase assuming the ship is not pinned. (It can still move its normal speed during the movement phase). Ships must have a base move of L in order to purchase the Royal Sails upgrade. Repair Damage (Only during game)

The Shipwright can be hired to repair additional damage. Normally a Docked ship can only repair a single thing during each misc turn. The player can pay the shipwright to do some repairs in addition to the normal repair. Each additional repair costs +1 Gold, i.e. a ship with -2 HP and -2 Masts docks. Player repairs 1HP like normal for free, then pays 1 Gold for the second Hit point, 2 gold for the first mast, and 3 gold for the second mast. Not all damage has to be repaired, it is up to the player. Each ship being repaired starts the repairs at 1 gold. At Neutral ports having a shipwright do the work starts at 2 gold for the first repair and goes up from there by +1 for each repair.

Crew members Crew members are hired from the local taverns. At the beginning of the game the players may hire additional crew members using starting points. Once the game begins, the crew can be hired using recovered gold. Hired Crew members always take 1 cargo space, and continue to use that cargo space even if other crew die (they may not move into the regular crew quarters) unless specified. Captain Captains have experience in battle. Using that experience they can maneuver their ships better to be less likely to be hit by enemy cannons. A ship with a captain aboard gets +1 to its base hit number when being fired upon. Captain benefits are not cumulative. Captains do not participate in Boarding Attacks, but defend like a regular crew if attacked. Helmsmen Helmsmen are skilled at sea navigation. Ships with Navigators aboard get an additional -2 to their Initiative rolls for Movement phase only. Due to the navigators experience, and nautical maps, these ships can traverse Fog banks without ill affects. The Fog bank will still block line of site for firing cannons, but the ship may pass through the fog bank as if it wasn't there. Helmsmen benefits are not cumulative. Explorer Explorers are skilled in the wilderness and are not as slow on land as regular crew. When an Explorer searches an Island for treasure it is always as if it rolled a 6, meaning it will always be able to look at the treasure on the island and pick the one it wants, and they will never set off traps on the island. Explorers do not participate in Boarding attacks, but will defend with a -1 when defending. Musketeer Musketeers carry rifles that they can shoot at close enemies. A ship with a musketeer gains a Short rank 4 cannon that can be fired from any mast on the ship at any angle. Use the Grape Shot damage table to determine damage when a hit occurs. This cannon cannot be modified, and is technically not a cannon for purposes of cannon affecting abilities. Cannoneer Crew specially trained in operating cannons aboard ships. A ship with a Cannoneer may fire 1 cannon a second time during a single attack phase. Any cannon can be fired a second time, it doesnt matter if the original shot hit or not. The cannon must be fired with the same type of ammo that was used for the first shot though. Ammo type cannot be changed. Carpenter (Shipwright) Carpenters are skilled in wood working. A ship with a carpenter aboard may repair 1HP, 1 Mast, or a damaged rudder during the Misc Phase as long as the ship did not move for that round, and the

ship is not currently grappled with an enemy ship. Carpenters do not participate in boarding attacks, but will defend with a -1 when defending. Marine Marines are skilled in combat. During a boarding attack or defense a Marine gets a +1 to its rolls making its attacks more likely to kill the opponent. Saboteur A saboteur is trained in explosives. If a Saboteur is a part of a boarding attack and is undefended, instead of stealing cargo, they may place an explosive. During the Misc Phase of the next round the explosive detonates destroying 2 Hit Points. Saboteurs attack just as regular crew if there is defenders left when it is their turn to attack. Extra Crew An extra crew, is just another set of crew aboard the ship. The ship gets +1 crew for -1 Cargo space. The Extra crew have no special abilities. If any crew on the ship are killed, the extra crew can move into the vacant crew quarters freeing up the cargo space. Extra crew are not replaced at ports for free. Oarsmen Extra crew to man oars if needed. Oarsmen prevent the ship from becoming stationary, the ship will keep a move of S even if it has no masts. Oarsmen will not participate in any boarding action, attack or defense. If they are the only crew left at any point in time then they are automatically die. No more than 1 oarsmen can be aboard a single ship. Specialized Crew (Named Crew) Specialized crew are crew members that were part of the original game and not listed above. See additional rules for new affects for certain named crew. If not listed, try to apply the original game text as best as possible with the new rules, or contact me via the detail at the end of this document and I will try to get them into the next revision of the document.

Game Concepts Monsters Monsters get the same number of Hit points as an equivalent Ship, Number of tentacles + 2. When a Damage chart says to damage Masts, remove tentacles from the creature. For Hit Point damage take away hit points. Monsters die when they reach 0 Hit Points, or lose their last tentacle. Damage against Crew on a Monster is ignored. Monsters continue to move at their original rate of speed, regardless of number of tentacles removed. Nature Alignment (Optional) If there are more than 2 players, then the Nature Alignment Nation is available. Playing with Nature when there are only 2 players doesnt really work, so only use it if there are 3 or more player. When a player chooses Nature as their nation, then they are restricted to playing only monsters, or Cursed ships with no crew. See Cursed Ships for Nature section bellow. The goal of the Nature player is not to collect gold but to sink the treasure, thus preventing other players from being able to collect it. The Nature player wins if more than half of the treasure in the game is on the bottom of the ocean, in other words the only way the nature player wins is if more gold is sunk during the game than all other players get back to their home islands combined. Any treasure sunk by any

means counts towards the Nature players stats, even if a player ship was sunk by another player if there was treasure aboard that ended up sinking, then it counts towards the Nature player. If playing Nature, then any creatures special that allows it to steal a treasure is assumed to sink it. Starting points are spent just like the other players, but Nature is restricted to the Nature Shop list. Cursed Ships for Nature (Optional) A secondary optional method for playing Nature allows the Nature player to assume command of Cursed ships as well. They may pick Cursed ships at the start of the game using starting points or acquire them during the game. Cursed Ships controlled by Nature have only one Ghost Captain. The ghost captain cannot be killed by boarding attacks or cannon fire, but if another player can board it and replace the original number of crew the ship was supposed to have, then the Ghost is overpowered and the ship is taken by the player. i.e. a ship that has 3 cargo space would normally start the game with 3 crew, so for a player to take the ship from Nature, it requires that they board the ship with 3 crew and leave them aboard for a full round. Follow the rules in the Misc Phase for Haunting a Ship to acquire ships during the game. The Ghost Captain gets the +1 to base hit like a normal Captain would get. Hit Points In the advanced rules, ships are not destroyed when they run out of masts, they are sunk when their hit points drop below 0. At 0 they become derelict and unusable, at negative they sink. When they sink everything aboard goes with them and the ship and all its cargo is placed out of play, including any treasure aboard. Each ship starts the game with the number of masts they have +2 in hit points. So a ship with a single mast, starts with 3 HP, a ship with 5 masts starts with 7 HP. HP can be repaired at ports. Crew Each ship will have a specified amount of crew that is aboard to operate the ship. By default each ship will have the same number of crew as cargo capacity. This crew is free to the ship and does not take up any cargo space. Extra Crew can be hired and those crew do take up additional cargo space Derelict Ships A ship with 0 Hit Points is not sunk, but derelict. It cannot move or shoot regardless of number of masts or cannons. The crew is still alive and can repel boarders but that is it. If the ship takes more Hit Point damage it sinks. Stationary ships A ship with no masts is considered Stationary, it cannot move (Or rotate), but it can still shoot if something passes into its line of fire. A ship with Oars or Oarsmen crew cannot become stationary, it can always move at least S as long as it has at least 1 crew. Abandoned Ships Ships with no crew are considered abandoned and not owned by any players. They cannot shoot or move. They can be claimed by any player who grapples them and moves crew aboard, or can be haunted if a player is playing as the Nature Nation, and the last crew aboard was killed. Rudder Damage A ship that has Rudder damage has trouble moving, and can only move S while its rudder is damaged. Mast damage

A ship with missing Masts from being damaged moves at a slower rate than normal. See Table bellow for new movements. Look up original number of masts and its original movement, then how many it currently has left for new movement. Cannon Damage In the advanced rules, cannons and Masts are separate and take damage separately. Each ship will start the game with twice the number of cannons as it has masts. Two cannons will be mounted at each mast, one on each side of the ship. When a cannon takes damage, it will take damage according to the side of the ship that is hit. If all the cannon on one side are destroyed, the ship can turn around and still fire from the cannons on the other side. Mast damage does not affect the cannon located at the same location. Front/Aft Mounted Cannon During the setup of the game ships can change to have their cannon at the front mast or rear mast mounted facing forward or backwards, this setting cannot be changed for the remainder of the game. Those cannons can only fire directly forward or aft, and cannot fire to the sides like the other cannons. Both cannons mounted in the front can fire to the front at the same time though, same with Aft. Forts Forts have the same rules in the advanced game as they had int he original rules. The cannons on the fort can swivel, thus allowing them to fire in any direction as long as the firing arc does not cross another part of the fort. Use the new Cannon range table for firing distance and ranges. Sieged Homebase A homebase is considered under siege if an enemy ship is docked with it. While a homebase is under siege it has the following penalties. None of the shops can be used, including buying extra crew for defense of the island. No Gold that has been returned to the island can be spent for any reason, meaning the player cannot use returned gold at Neutral ports, they could only use gold on board the ship. Once all besieging ship leave or are sunk, the following occurs: The Homebase immediately restocks its defense crew to 5, and extra crew may be hired again on the miscellaneous phase. Returned gold can once again be spent, even on neutral ports.

Appendix 1 - Ship Sheet Instructions It is recommended that you use pencil for the Ship sheets so you can erase marks as the ship is repaired, or other things change on the ship. Mast Numbers Pick a ship sheet that has the correct number of mast for the ship chosen to make filling out the sheets easier. You can use a sheet with more masts than the ship if the proper number arent available, just cross out any parts this ship doesnt have. Ship Name Fill out the name of the ship from the Deck plate Cost Left If this is a Reserve Ship fill in the Point cost that was not spent by Starting Points. If this ship is not a reserve ship, then ignore this section. Masts

Shows the Masts this ship has. Should match the Deck plate already. During the game use the Dmg check box to indicate when a mast is damaged, or remove the mast from the Ship Model itself, or both. It is up to you. Cannon Each Mast location on the ship has 2 cannons mounted, one on each side of the ship. These should match the Ships Deck plate. Copy the Cannon Ranks from the deck plates to the Ship Sheet. Use W for White (Short Range) and R for Red (Long Range) then the number shown. You can consult the ship model to determine what rank goes with the front cannons, etc. During the game use the Dmg Check box to denote what cannons have been damaged. Erase the check box when the cannon is repaired. Remember to mark the cannon damage on the proper side of the ship. Starboard side is the right side of the ship when looking down the ship from rear (Aft) to front. Port is the left side. Forward or Mounted Cannons For Ships with 2 or more Masts the ship can alternately have the Front Cannons mounted facing the forward, instead of to the sides. To Mark Forward Mounted Cannons, place an arrow pointing up on each Dmg box for the Front cannons. This is a free change, but must be specified before the game starts, and cannot be changed during the game. Forward mounted cannons fire in a straight line directly in line with the direction the ship is pointing. Rear Mounted Cannons For Ships with 3 or more Masts the ship can alternately have the Aft Cannons mounted facing the backwards, instead of to the sides. To Mark Rear Mounted Cannons, place an arrow pointing down on each Dmg box for the Front cannons. This is a free change, but must be specified before the game starts, and cannot be changed during the game. Rear mounted cannons fire in a straight line directly behind the ship in line with the direction the ship is pointing. Crew At the beginning of the game each ship has the same number of crew as cargo space. This crew is free and does not take up cargo space. Additional Crew can be purchased at the start or during the game. See Shops section of rules for cost. Decide the number of crew for this ship using those rules. Cross off any Crew listed on the Ship Sheet that this ship will not carry. i.e. This ship has 3 Cargo space. Player decides not to hire any other regular crew but decides to hire a Captain. Leave 3 Crews listed, crossing off the other 2, write into one of the spaces Captain. This denotes that this ship has 3 regular Crew and 1 Captain. Remember the Captain takes Cargo space, so mark the Cargo properly as well. Cargo Write the Cargo space that this ship has according to the Deck Plate. Write any upgrades that this ship has or other objects that the ship starts with that take Cargo Space and how much space they take, like Additional Crew, or Specialized Ammo. During the Game cargo may change. Just keep track of carried treasure by keeping the tokens on the sheet itself. Make any changes to cargo in the space provided, and keep track of available space for treasure. Ammo If this ship is carrying any specialized ammo (See Shops) write it in here, and use the check boxes to keep track of ammo spent. If Ammo type has fewer than 10 shots, mark off enough boxes to make the right number.

Movement Speed Write the current Movement options, listed on the Deck plate, in the Movement Speed next to All Masts Use the following tables to fill in the rest of the movements. First find the section bellow for the number of masts the ship started with. Then match the starting Movement from the deck plate. Follow that row across to determine movement speeds when masts are damaged. Ships with no masts left have no movement, unless the ship has Oars; if so mark S for the movement of No Masts 2 Mast Ships Bas e S L 2S SL 2L 3S 2LS 1 Mast S S S L L L 2S

3 Mast Ships Bas e S L 2S SL 2L 3S 2LS 2 Masts S L L L LS LS 2L 1 Mast S S S S L L LS

4 Mast Ships Bas e S L 2S SL 2L 3S 2LS 3 Masts S L L L LS LS 2L 2 Masts S L L L L 2S LS 1 Mast S S S S S L L

5 Mast Ships Bas e S L 2S SL 2L 3S 2LS 4 Masts S L 2S SL 2L 3S 2LS 3 Masts S L L L LS LS 2L 2 Masts S S L L L 2S LS 1 Mast S S S S S L L

Hit Points Each ship starts the game with the number of masts they have +2 in hit points. So a ship with a single mast, starts with 3 HP, a ship with 5 masts starts with 7 HP. Mark this number in the Starting HP section. Add any hit points that were added by upgrades like Hull Plating to this number. The put a / in each check box for each hit point the ship has.

During the game, as the ship takes damage place a \ over each / for each hit point of damage. Any box with an X is a hit point that has been damaged. When all boxes that had / in them are Xs the ship is derelict. If more damage occurs beyond that, the ship sinks with all cargo aboard. If you repair Hit Points during the game add a new / for each hit point repaired, you cannot repair to a higher number of hit points than the ship started with. Marking hit points this way prevents having to erase marks a lot. Current Initiative Fill in the Bonus Initiative (usually a negative number) in the proper section. add/subtract this number from your roll each initiative round. Remember to

During the game write the current Initiative (after any bonuses or penalties) in the proper round box. Use this number to determine turn order of ships for each Movement, Attack and Misc phase in this round. Upgrades Mark any upgrades that the ship has. These upgrades cannot be removed from a ship once added. These upgrades affect other sections, so make sure the other sections are filled out properly. Monster Sheets Monster sheets are the same as the Ship sheet, but Monsters do not have separate cannons from their masts, nor Crew, so these sections were removed from the sheet. Also Monsters continue to have the same movement regardless of number of damaged Tentacles damaged.

Tables

Cannon Range Table Old Rank (White) 5 (White) 4 (White) 3 (White) 2 (Red) 5 (Red) 4 (Red) 3 (Red) 2 New Range Minimum (+2) S L L Short (0) S L L L SS LS Medium (+1) S L SS SS LS LL LLS Long (+2) S L SS LS LL LSS LLS LLL

Damage Charts by Ammo Type Broadside Fire Line crosses middle of ship, or target is a monster Raking Shot

Crosses first the front (Section lifted from surface) or back of ship and continues across at least 1 mast Grazing shot Fire line only contacts an extended part of the ship, i.e. Oars, sails, nationality flag Regular Cannon balls and Exploding Shells** Rolle Broadside d 1 HP + 2 Cannon 3 2 HP 4 1 Cannon 5 1 Crew 6 1 HP 7 1 HP 8 1 HP 9 1 Crew 10 1 Mast 11 2 HP 12 Raking Shot 1 2 HP Grazing Shot 1 Cannon 1 HP 1 HP Superficial Superficial Superficial Superficial Superficial 1 HP 1 HP 1 Mast

1 Mast Superficial 1 Crew 1 HP 1 HP 1 HP 1 Mast Superficial 1 Cannon Rudder 1 HP + 1 Mast Damage*

*Rudder Damage can only occur if the fire line first crossed the rear of the ship, otherwise take 1 HP Damage **For any HP damage Exploding Shells get a +1 HP to the damage caused Chain Shot Rolle Broadsid Raking Grazing d e Shot Shot 1 2 2 Masts Cannon Superfici 3 Superficial al Superfici 4 Superficial al 5 1 HP 1 Mast 6 1 Mast 1 Mast 7 1 Mast 1 Mast 8 1 Mast 1 Mast 9 1 Mast 1 HP 10 1 HP 1 Cannon Superfici 11 Superficial al 12 1 Crew 2 Masts Grape Shot Rolle Broadsid Raking Shot d e 1 2 2 Crew Cannon Superfici 3 Superficial al Superfici 4 Superficial al 5 1 HP 1 Crew 6 1 Crew 1 Crew 7 1 Crew 1 Crew 8 1 Crew 1 Crew 9 1 Crew 1 HP Grazing Shot -

10 11 12

1 HP 1 Cannon Superfici Superficial al Rudder 1 Mast Damage*

*Rudder Damage can only occur if the fire line first crossed the rear of the ship, otherwise take 1 HP Damage Firepot Rolle Broadsid Raking Grazing d e Shot Shot 1 2 1 Cannon* Cannon* 1 3 1 Cannon* Cannon* Superfici 4 Superficial al Superfici 5 Superficial al 6 Fire Mast Fire Mast 7 Fire Mast Fire Mast 8 Fire Mast Fire Mast Superfici 9 Superficial al Superfici 10 Superficial al Superfici 11 Superficial al Superfici 2 Fire 12 al Masts *The Firepot exploded before leaving the cannon, the damaged cannon is on the attacking shop, not the target

Monster Attack Rolle d 2 3 4 5 6 7 8 9 10 11 12 Damage 2 HP 1 Mast 1 Cannon 1 Crew 1 HP 1 HP 1 HP 1 Crew 1 Mast 1 Cannon Rudder Damage

Boarding Attack Results Differenc Affect e >= +4 Defending crew dies Defending crew is wounded (Cannot roll anymore this +1 to +3 round) 0 to -4 Defender Succeeds (Nothing happens to either crew) <= -5 Attacking crew dies

Card Compendium An alphabetical list of Cards/Keywords that need specific changes to them to work with the new Rules. This is currently a work in progress and more will be added as I have time to review each piece. If you have a specific question about a card not listed, please contact me using the information below and I will see about getting you an answer quickly. Card Compendium

Revision history 1. Added Appendix 1 Compendium Link 1. Original Release 0 Credits Pirates of the Spanish Main and all of its registered trademarks remain with their respective owners. No use of copyrighted material is contained in this document. Thank you to WizKids for creating the game, may you RIP. Thank you to my wonderful Wife for helping playtest the many revisions of the rules. 3 for Card

Contact Information To Contact me in regards to this document please e-mail me at PirateEarthworm@gmail.com

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