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1. INTRODUCTION ‘tthe fk century. Each player becomes one or more plates “teem to amas a fortune and retire before» King's Commis: ‘loner racks him down. Warship stumbles crows lm, Ns Serctes cit he Geoetl Mercia ships pislogtie tre vous re the targets, Prizes range from nearworthless supplies tothe fabulous Spanish and Mogul Treasure Ships. Luc skill and anni all ply apart as You ca te Sere Sas eal at thatthe game simulates Tath entry pracy and therefore fe {res random happenstance. Lite ean be planned. Players wo ita strihe when opportunity present sel and ate wily Sn aggressive without Being rash wil fare est inthe long nu. Consul he inden for definitions of unaria erm Al capita feed terms and abbreviations in the ules ate defined inthe inde 98 The no i are Conga + Pied USA «At see vente Than or Eat To py ad ty 5.01 Tih nigga Ant rate campaign: 1431 Bo pre Car & emg 10.1 ing 02:3 ‘iow Uest 7? Modis: 122) Dark Debauchery de Reve) 98 (rate Maven: 1022), Netra ‘ise le ad reading te caoed dll fist foloned ye wie ‘rise to dg numer 2.5 in aed togeter for arange ‘vernon 238 4:2 (bing: 10.2, tiation 17, Daa 10.221 nate ‘pasing 170. Ant irate Campulgn 1631) ol trae ren for Boot ach can cal the Bot rom one ostages. 571 (Ransom: 103), (Notoriety: 11.22) How t egal Moves 1 Imtrepe 851 (Control 1423) (Aortic 82 east How 66 IC sings Commislone 2:35, 13, itercep: 8.8) eters of Morgue: 178 Warships: 18.12) Herehan 0 nal Pacment 43). Subsequent accent 635) ovement: 8 (hip: 89) ‘on Rotraus Pate 035 nett Aten taf revous si Boty—incadin Operations 7 ate 7.2.18 73) ‘Srting rate 3) (DAR: 10.21) (RC: 1742), ah 14.9, ates al: 13.9, Maire Upsing 170) ‘are oo usualy fenly to Pros ana ot contalings Obvermor. 222 (ante Campagne 1431), (aR 1022) Fo he ges Conte inh gar an Pe Captred Merchont Sip 96 rest sip Yo Shimer fo furchase: 1021) Sea 522 Shoes et mot 10.82 “rat bates: 86. (NE Ent 17, Perenamts 839) Lanagge A ship nth no enti eter or becharound color 921 rep 1 umereep: 81 (Movement 38) (Sears 9.32) eae 7 HARE 2. GAME COMPONENTS 221 IMVERTORY: Each game iniuses the roviowing equipment: ‘one 24°%22" mounted mapboard ne 8°22" mounted mapbosrd {ho seat of deity lees 2R'Prate and 40 Action cards ‘wo sixsided glee: one colored, one white lat Ship Log cards fone Shp type on each side) Pl fer for ates oa ees may be epace by snags amp. headed cre the TAHOE. 17 Hard a Balimse "ooo 32a "To ret place an order wih any alr ere eae 2242 MAFBOARDS: Te large map depts the Carfbbean an parts the Alani: The sal map shows part ofthe Gold Coost Aiea) Snd the arabian Sea/indian Oce 2.21 TERKAIY The only terain land. Ports and Ocean Nexes Acean exes are further divided into'Ses and Cousal hexes: The (Gceans ate alvied by hexagonal cells hereafter referred to as hex or movement purposes. Aktwough movements not allowed thvough analFiand hexside distances are measufedi the short trough those exes, There ae wo types of Ocean hexen: Coastal [those exes containing some and and thite shoreline) and dark bueSea heres those containing na la) Some Ocean nexes are sso designated a» Shipping Lanes (3). Te North Aan Ix Seperated irom the Caribbean by black dashed lines fom Flora {o'Transt Box 1. Each hex conta a Black alphanumere ct ‘orlnate for relesenee purposes, Fatal nexes ae treated as full exes and’may be used normally encountered. They are placed red side up Because thelr Mp side contains thelr ‘atTonallycoVOr and lial, combat and speed ratings which are ‘mown only by the plaver moving them atthe time face 8.3) GEE Tam] [Far ]2.38 GOVERNORS: hese arve/ depart by ran ® | | (a. | dom aravings due wo a random event (170.17) RO} [ARTI or various player ations (Bribery 10:21, Ant irate Campaign 14.51. OBM 16.221) and are ether AntPiate raw cup became empty allfuture Governor draws ate ied Anas ane Fovisreceling the are eared 2.4 MARKENS: The following markers are used to record Infor ‘ation and are placed as the netion dictates. [ae] of = Eee is, i oo 2.22 PORTS: Ports are the rectangles within a Coastal hex con: falninga fag symbol, two-ciglt Por Number ranging fom 11 to (oy and a numeri Fort Value/Garroon rating. fe tionally tteaen Port can be elatinguished by either Hs ag or the back {ound color of ts rectangle. The Uwee Forts with black Pirate Symbol are rte Havens (ew Providence (44) Tortuga (39) and [este Marie (85) with no Port Value Garrinon rating. The tet ore hatonaities ar: ey oo E ES Ea (8) Fe Noorsh: Batak: Spanish: Portuguese: French: Dutch ‘Gran Red” Yolow: "wnite’” "Bue’ Orange 2.23 TRANSIT BONES: The large light blue aeas labeled“ through "0" are Transit Boner whch enable ships sl from one ‘cean to the other 2.3 UNITS: The large (4) dle-cut playing pieces represent the ombatants. The smaller 2" pleces are Informations and are feterea to a6 markers rz, 2.31 PIRATES: Each player may nave up Ais) {two Piates i pay sh once’ Each Prate represents aship and crew: The lp sie Is stach_| |_Yeaen_J{umed taccup to show am anchor symbol Indicating that he Prat sn ort nts current hex. Each Pirate aso has a name marker to record Ms status on the Crew Unrest ‘Track and a'hip Log on which to Fecord his present status —_M] [RF _a]2.32 MERCHANTS: The yellow Merchant al Ships are Mentcal on the front. The Mp Yi. |stce ‘ists each shios naividual Detense Rating. ntlonalty color and initia, an ‘ne ofthe ive sibouette types pletured at ight WP] [Sg KC]2.35_nino's conmssionens (xc): each Ra || RPC) Ke topreens the san tw ts eS Fepresentaive of the Briish Crown com missioned to combat Piracy Its Combet Speed ating are appicable only when iis fll trengt. The Ms pursuers speed. he cannot be intercepted that turn OVERVIEW: Players do not alternate “tums” se in most Sames. Rather an Acton cards draw andthe fine conrespond ing tote number of players hereafter refered to athe ACTION LUNE) s consulted to determine whose tur ti or what event has occured is posable that a player may get consecutive Tums Thisrenecs a rat's Me wih sualy consisted of ong periods isolation and inactivity punctuated by afew hours of envied ‘tion {6.2 Ho GOES rinst: Each player rolls the dice to determine = ‘igh oler who wll become "Player 1° The others become layers 203 and 4 In clockwise order around the table starting with Mayer 1, Player 1 performs an Operation snd ends is turn by Sawing an Action eard to determine wha wil have the next tur Moweve, te ction Line may awara tim consecutive turn: The lice should always be retained by the lant payer to take stun sa reminder of whe took the last Operation. Each turns ended by that player rawing an Action card to heck the next Action line: Rese it you teach the bottom of the deck {6.21 ACTIVATING PIRATES. The frst Operation of each player Without a Pirate in pay Isto activate one by pacing it at ea {ty hex of his noe Each Plate tarts with his cholce ef & Schaaney at Stoop Ship Log Exception” i. Mace the Pras ‘tame marker on the’? space ofthe Crew Unrest rack: A payer Imay activate another Pirate during his turn as his sole Pirate ‘Operation by cutting the Pirate deck (1) provided he has not already activated his ful allotment of Pirates or already has two inptay ‘Scesfranatone tue theea ste soe ih 3 ACTION CARD MECHANICS. The top Hhuee ines form the "eton Line ing whieh payer acts the nest arm or what ‘event occurs. Each line contains two, sree or four dolly Roger ‘symbols nereater refered to a icons. The drawing player seek Inga new Action Lie alvays consis the line containing may eons tere are pueyers: The eter two lines ae nt used Where fare two players. the fet line mith two icons ts the Retin Line Ithere are three players (or you ae playing Solitaire) the second Hine with tres Icons Is the Action Line. The "KC" on the thee: Dlayeriine eignored except in tne sattare game (2S) 1 Gree fre four players the thir ine with four eons ie the Action Line: tacn con ofthe Action Line corresponds to one payer: he is Icon to player I the secanaltoplayer2, et, The Action Line icon which is sold iach Mentifes tne payer who gets the next turn Tinone the Action Line's teans are Black an setion wil ested lehien mustbe implemented intend. After resolving that ection, nother cards drawn to determine who gets the next turn ‘ate kin cae atthe et tana ena ne ees eToatpne" Sinn owane game asamp ne Sass 6.51, RANDOM EVENT: Ifthe Action Line says "Draw Random Event al cards must be eshulledbelore drawing the nex art Toldetermine the Random Event by ehecking the fourth fine fee (6.52 PLAYER TURN; The Indicated player must do one of the Fiona actions in his turn [As Activate a Pirate (6.21) or '. perform any one Plate Operation (7.2) with one Pirate, oF C_perform any ane NC Operation with one KE (75) ii ‘move Oad Merchants all Merchants on odanumberes fexes/Transit ores are returned tothe Merchant cup Sr even sighted by ata nthe same hee ‘Sen numbered hexes/ Transit Bones ae returned to the Merchant up. In both cases oF Ifthe Aetion Line sates "Draw New ce the layer mun ay ater Acton card a con Su the shipping Lane leon to determine which Sipping Lane fecuves a randomly run Merchase tthe Acton Line states ‘raw Two Merchants", both are paced in the same Shipping (6.34, MOVE WARSHIPS I'the Action Line states “Move Warship’, the player may |A. move each Warship @ maximum of five hexes 1. place a new Warship on a randomly sctected Shipping Lane By checking the Shipping Lane smb on another Ret card The player may not draw the Action card to determine the Shire ping Lane or check any Warship ratings Before deciding which ‘ption to use- Once he has made his enol, ony he may check, the Warships nationality uness he Intercepts with it Esch War: Sshiphas a printed movement rating This ating can be exceeded by moving the ship up to five hexes- Dut only athe isk of osing {that Warship it another player chalienges the move. Any plyer ‘ueationing whether the Warship has exceeded Its movement towance may reveal the Warship’s rating: Ifthe challenge arvect the warship I returned fo the Warship cup. However if {he challengers wrong that Warship immediatly moves to any Firate of the challenger at the movers option and atempts Interception (81) at sem or Oust) 9 /RlocKades 43) Bin iin Pore 4.38 HOST NOTORIOUS FIRATE: If the Action Line states “War- Ship Intercepts most Notorious Prate-returm all Warship pay {othe Warship cup, Then draw one Warsi. place Hn he seme Sealhen/Tranaitbox withthe most notorious Pirate of another Player (rain players choice In te case of ths), and attempt Interception 31) baring succesful Evasion (2 the Page 15m Port the Warship Ousts nim (13.9 or Blochades the For Ga) 7. OPERATIONS: 2.1 OVERVIEW: An Operation Is any of the various actions that player can do when itis his "tum He can use a CH activated, ‘tone of ils Pirates tecannot do both, Merchants and Warships ‘Soot perform Operations they simpiy appear. lesppear Ot ‘move/ attack a8 per the Action Line dictates 2.2 PIRATE OPERATIONS: During his turn. a player may perform ne ofthe following Operations with one of Me Plates prowiaed fefmeets-al requirements: Pirates may not act together unless allied 20.2) 'A. Move (8.2) and possibly Search (2) or attack a Port (13) B. Attempt to take Prize (26) and posihiy declare DA iF Siecesful ‘c Activate 9 new Pirate anywhere (6:21). D. Sell Booty (10.2) and possibly declare DSR. purchase a Safe Haven (10.21, ora Letter of Marque (178. 1B Ransom a Passenger 10:3). F. Refit Sip (16), Assault (13.5) or Sack a Por (15.5) 1 Retire voluntary (18.3). 4. Careen Ship (16.4) or remove Carcen 9.4 SPEED: Merchants never move. They remain in thelr place- ‘ent hex unt Yeturmed to the Merenant Draw eu 9.9 vixximume The numberof Merchants emia tothe numer Gi such pleces In the game. I'll Merchants are In psy when nother Isreeded, make sd Treat an odd de au "Remove Odd Merchants result and an even de as Remove Even Morehant fesit@88) All Merchants removed rom he board foray teen fre retumed to the cup for possible reentry. 9.6 TAKING PRIZES: A Pirate may attempt to take a prize tthencter starting his turn In the tame hex with a Merchent Searching’ intercepting is na vequited” Capturing'a Merchants {separate Operation and cannot be combined with Movement? Seatch If there is more than one unidentified Merchant in 2 ex {Ge Pate may ot Inpect tem, The Merchant tate ca Unigentied Merchants. However, once he ha ound a Merchant hhemay privately inspect ts strength and nationality before deci Ing whether o attack However i he declines attack during the ltr of Inspectlon ne nutlers 1 penalty tas Crew Oreos ‘Salus (12.2) and ends his urn, The'nowieentfeg Merchant i Stacked on top a the Prate ship until the Pirate leaves the hex forthe rerchant is captured withdrawn. tthe Pirate leaves the fea Merchant wuld hovetobe red nex efor beng 9.61 CAPTURE RESOLUTION: To capture a Merchant. the Pirate {otals the Combat and Speed Ratings a ie hip plus hie Abt ating. trom that cota he subtracts the Dene Rating ofthe Merchant to arrive stam Attack Number. The player then makes ADR" ithe Dita =the Atack Number, the Fate has captured {he Merchant. Captured Merchants are remeved rom the boars tnd returned tothe Draw cup ifthe OR™ is one or two > the Attack Number the Pirate suflers that amount of damage and = like amount seerease om the Crew Unrest trick. However the etchant remains on te board and'may be altace again nub Sequent tums, the DR" fa three or more > the attack Number, eee resistence aoe 16 ATIACK HISTORY Ihe ake a eo attach a ort. a itd at he Rng nha ip tp wey 5 acl to date tat iPro ofthat noma Sten As ate Pats thoy 8 ay cer es nyt ah race Rng avon C170 Fienat os mary tess tunes aon abt begin ie Fate rnin samc nx an each temp ra opr Opt Hiovafane un The presence of eater Piste Reva nthe sept unc they st le 2.) Sone srs rates may converts Pe fot houn e HiStsSinedehont har nchscute gyemachng tiated oe Captring rate or ot ny curently sna Sip Cogan he Fit wan forse tpn he may oan ma Cape Ds Data enc nstaned Wo mage ee san nat tt pe sire ok eecietegn coin tied cba surendced x cxpecon ef mee rer stempsraningb win the at) onthe Mee may stip othe mereant by cucanging i ry ftmety uscd Siping etching the aoa ot he FechnUnciing snc nde ot Ne pent Snip Lo te Sansa oth ran cae mares hc Spots laces onthe new Shi Loa. Any Speed or Combat damase on his [ldshipls lost te new ship fe aheays uly fanetlonal-erew oases Bring made good by pressing merchant seamen into Piracy Cages in excess ofthe numberof Holds on the new Ship are Tes Fates (Merchants wits defense of 2 donot match any Rate ‘Sip tog ana are not usapie. No serespecting Pirate woud onsier serving aboard such ascow. 1.7 sit’s CAKGO MANIFEST: Only ater taking a prize does the nts aocover a veloc ny crowing enctner Anton corse chee Inge Cargo Manifest section, and cossindexing the Mercnant Delense withthe curenty-occupied Ocean. The result lists the worth ofthe carga ln terms of the Captatn's share tne Caran Fanfest section includes "DW" the Pirate Captain wl lose ‘Rep on the Crew Unrest Frack unless ne declares Debauchery & Revelry (8). Alrate may opt to refuse a cargo Ihe takes the argo, Ne records its value in an empty Hold with appropriate umber markers. He may have only one tem in each Hold at any Seeides to take their cargo. he must Jetisom the contents of 8 fxg per en tite te 71 HOSTAGES. Alter checking the ship's Cargo Manifest. draw faother Action card and check the Hostage line © determine It there avaible passenger on ard. Te Hostage ne contains ‘mode forthe currently occupied Ocean Is = 10, the ship com fains one valuable passenger and the Pirate gains fwe extr otorlty for taking him hostage, The Ocean modifier Is ~2 for {hedold Coast = I forthe Indian Ocean. Ofor the Carlbbean, and oT the Nori Atantic™ A Pirate may take any. number of Flostages by recording the umber Weld with am appropriate ‘marker Inthe Hostage section of his Ship Log. Hostages require naa space but because they can de at 38 is est not to 9.72. HOME FORT: Ithe rat takes a Hostage he draws another [etion card and croseindexes the "HP" column withthe current Gceam area to determine the Fore where the Hostage Is from or Fores the closest Fort of the captured ship's nationaity on that Deean. Otherwise it Is the closest Fort Ir two such Forts are euldistant the Pirate may choose which apples. Regardless of Rationality a te Prize The Pirate Now decides whether to torture fis Hostage for information. ee Seicceoremscarreme cece emmerieeece Eiccaa cue mna nore Reg toumcta tether ng one tee Boat SER Ss aah lol lf than Ashe te eins oral cance Tay aron ee Rar wae ie tao» Ne Cvey ating e dest Hacer Whe ns Piracy ating te Mtge ina cn Bec Slrorc hep rte hese et Samer ah et ne ong Poy ene “tu over cpee or 1 he Poet is attaches [Da] 9.8 DEBAUCHERY & REVELRY (DAN Ifa Pirate takes a REE prize hemay opto declare "Debauchery &Revelry (DA) S=] Scthe end of is tum and thereby Improve his Crew Unrest status by moving his marker up one space. He must aso place a DAR marker on his ship, which wil seat inere unt his ‘exe tr whlch he wil ore wile his crew sleeps it of However Slthough the D&R Pirate has ost his next tun, the player has not i my nag the Pate freed tar Peon own, move Brrate Is overtaken he must subtract two from all intercept Evasion and Battle lee rolls in that tum including eterna 7.3 KING'S COMMISSIONER OPERATIONS: During his tum, a Diayer may perform one othe following Operations with one Ke [As Petition the Crown fora KC (13.21) i without one ove (13.9 {G. Attempt to Intercept 8.51) and, successful attack aFirate Invthe same hex (13.8) DB. Recover (13.718) E. esi (1633, 8. MOVEMENT 1 OVERVIEW: Movement Isat sea oF into/out of Forts, There ISho ana mavement or crossing al and hexsides Each Ocean hex tether Sea oF Coastal requires one Movement Poin to enter Fipplnga unit tocnter eve a fot inthe se excots a owe 2 SPEED: A Firate may move a number of heres = a pls the Speed Rating of his ship. Thus, a Prate in an lundamaned Sloop Speed of +3) with a dol "sould move uD {Ginine heses In one turn The minimum Speed Is one ts Speed ating were —1itcould only move five hexes on a6" dr Once the throws te ovement de Prats fe committed toa Movement ‘Speraton. He may opt no to move, but If 9 his trn is over 3 DAMAGE: ship's speed markers moved one box tothe right ‘nts speed Track foreach polnt of damage sustaines fom Storm (8.31) or Mull Damage (172), Combat damage has no effect on 2 Regordies ofthe Novement dr orthe ships crent speed 3 ship says haw at leant one Movement Point per turn {8.4 MECHANICS OF MOVEMENT: A ship may move Into any hex ‘Saacent tole provided the intervening hexaige I noe a land. POF ‘xampie. a Pirate may not move slrectly fom Havana (G15) to tirana (420). {2.41 ILEOAL Moves An egal mone lowe ot covered plot thecndol the next player tr, the ering ployer oaks 2.5 KING'S COMMISSIONERS (KE). A KE does not use dice to Droaice a Movement allowance (ace 13.) 8.81 IMERCEPTS: fa Pirate enters a hex containing a KC/War ‘hip at wea feven It he enters Ie involuntarily by belng Ousted) ire must make an intercept dr aajusted by Me currant spec modifier. his madiies ts > the ar ot that Ne/Warenip (regardless ofthe NC/Warship speed) he avoids bate and ay Continue movement with any remalning Movement Points, However, the Frate males dels = the dt of that NC War tip the Pate must end Wis turn aed be sttscked st the option fl that KC/ Warship. Pirates may never enter a Fort occupied By {2c ra Prate starts his turn at sea in anex with 9 Res Warship. hheust ex the hex or be sublect to another intercept dat tne ‘ptiono oe nc m that ate snes A Warsi Wi aways atempe {Ointercept at the end ofthe Pirates turn the Firat ssl In the Warships hex lie (Dao tcf i ahs iene Berson ie ‘Secs while a KC/ Warship and a Pirate ar sready a ca Inthe Sime Transit Box of hex. They immediately proceed to combat At the tion of the Re Te Randoms Event wnich triggered the ercention ts otherwieetanored 8.6 TRANSIT HOXES: A Pirate may movedrom the Caribbean to ‘The Gola Coast. and vie versa, or rom the Gold Coast to the ‘Avablan Sea Indian Ocean, vice vera ony whl using Transit Boxes Weasta an entire Howement Operation to enter eave | ‘Transit Box to/from an aglacent Transit Box or Arow Hex there [smo need to determine the rates Movement Alwance Trai Boxes cam be entered only from the meat higher of “tower ‘may enter 2 Transit Box fom an Aerow eny hex only dung a andom Event drawn by any player (see 17K for an exception lWenever any Random Event dawn, ll KC/ Mars om Atom hhexes may hemoved inte the adjining Franat Ra by thet ores ‘egardess of whose turn iti ad before determining the exact ‘ature of that Random Event. The moving player cons any Wa ships involved. Those KC/ Warships ate not elie for automatic interception of any Pirates aieaay inthe Trans Box because te Aid not oecupy the same Transit Box with the Pirate when the Random Event was drawn. A'RC/Warahlp does not require 8 Random Event to leave-a Transit Boxit Goes so by expending HetentivePtovement Operation. A Prate/ KE whe eaves Transit Box may not reenter the same Tranalt Box until he has enteres Sor 1 INTERCEPTION: interception in a Trans Box ean occur only Soa vcsut of Random Event (022) or Seareh (932), or a "War Ship intercepts Most notorious Pirate” Action Line (6.39) 17 FORTS: A Pirate or KC at sean a Fort hex may land by spend- {Goats one Movement Point tacfip tne Anchor sie to reach the Sean the same hex Intercepts (51) cannot be attempted bye RC/ Warship In Por However NC/Warahip can “blockace 8 Fort by staying In the same hex at sea in expectation of an Intercept when the Prate leaves” A NC which enters a For con” {aining'a Pirate Ousts that Prat (13.5) as part of ts Movement ‘Operation, butin so dolngends ts tum. warships never enter Ports ‘ofa alflerentnationalfy ora Pirate Haven, although they may aa Operation st es In ve nex to Blade Or parTPONe Tt fin Anti Pirate Campaign (1831) MERCHANT SHIPS ‘A OVERVIEN: Pirates gain Totorlety and Booty by selzing Merchants (prizes Merchants also sometimes carry important Dassengers who may be nel for ransom or rovide Information [seta atecking ports, 2 MEKCHANT PLACEMENT: Merchants are drawn at random and placed on the map Yellow side up (so as not to reve! Uhelt Fetionality oF strength) in elther of two ways [AL An Action card draw as per 039; oF 1B Asa result ofa Seareh (9.9), 2.21 NATIONALITY: Most Merchants contain an identifying Rationalty color and inal (Se Nationally Rey onthe mapsoar) ‘Those without a specified Nationally are-Ufiagged Spanish nips In the indlan Ocean are always considered Unflogge. Unflaaged ships assume tne natonaity ofthe closest Porta ne ‘Sareot each tm uniess ns Shipping Lane. tins Sipping cane. they assume the nallonalty ofthat Shipping Lane. M equintan {tomultile closest’ Ports, the attacking irate may choose which equldistant ort apples, even if tne same Merchant wae esig@ed ‘Gitterent nationality ins previous Operation: 8.3 SEARCH: Ifa Pirate ends hs lovement Operation at a, he ‘ay end bis tutn by “searching” that hex Transit Box for Merchants If he ends his tum a numberof hexes aay from Me "ast postion at ls equal to his maximum speed fis Movement Aes speed modifier for that turn (or In anew Transit Box) Me Grams an Action card and checks the result sted on the fifth {Seareh) ine. Some results wil vary depending on whether Nets 9.51 STORMS. When a Storm occurs i affects all sips at sea Within thee nexes oo nthe same Transit ox with) tne moving Pirate inclusive of his own hea). Merchants and Warships within spear range ate rturmed tte respecte Br pe 9.311 COASTAL: Each ship sullers Speed damage equal toa DR" Sd moves ita Speed marker tothe Fight along is Speed Track Seeordinaly. 9.312 SEAMIEX/TRANSIT HOX: Each sp must make a dr and Siler speed damage equal to that dr witha corresponding Slt tothe Might offs Speed marker along Its Speed Track. 9.313 IN FORT/CAREENING: Anchored shipe are not afectd. Careening ships suffer speed damage equal to dr 52. WARSIIIP: A new Warship Is drawn from the cup, placed in the ‘Searchers hea/Tranait Box. and. attempts Interception 9.35. * MERCHANT: The ndlated numberof Merchants ae raw from the cup and placed beneath the searcher=thereby ending the current urn, A Merchant tus placed Ina Transit hx can De ie beaw cup the instant the searcher leaves Ie Trane hoe That Merchant cannot be attached by any other Prat. SESREEEESRERES: ADLNEUS oazsze sess! tion of Continuation ofthe bate 15.62). Remove the Da marker Ss'toon as the Pate forflts3 sum, or performs an ern {ction with another Piate/ Re 9.81 DUEL: Whenever engaging in DE. the most notorious Prake ‘of another player (even alld) inthe same location must be Challenged toa uel. Te challenge continues In subsequent turns {inthe DAs removed or that Pirate has been In'a dul 9.02. MANDATORY DIX Some prizes—due to the newly captured ‘hop aram or women wey prvi angled he Oa {Pirate refuses Mandatory DAR (even ithe cargo fx efuaed). he Suffers a point oss onthe Crew Unrest Track. 10. BooTY 10.1 OVERVIEW: A Pirate tums Booty (captured cargo and Hostages) Into Net Worth with Sale of Ransom Operations. Net Worn necesnary in onder to voluntary retire 1 Only by retire tent cans player safeguard Pirates Net Worth Otherwise, his et Worth is lot when the Pirate dies, 410.2 SELLING BOOTY: A player sels Booty a Fort to tum into fret worth the ses tha Pate laven, Ne must deduct 20% bts value. Ihe sels ttn hs Safe Haven heads 20%. Ihe sells Itina roirate Pore ne adds 10%. Sling Booty fs an Operation \ihoteln the Pirate empties all oraome of his Holes and asthe his'Ship Log. Net Worth does not detract from his Hold space. A Pirate may purchase a Letter of Marque (once a Random Event makes Tt available: 176) and/or attempt to bribe a Governor {to.ai fora sae ven as part of the same Operation. A Pirate {atne «1 on his Crew Unrest Tack and Nowrlty for each Iuipteof 100 Doubloons of Net Worth vecelved from sale of Booty 410.21. BRIBING A GOVERNOR: At the end of any sell Booty Oper- all even ino Booty Is sold) aPrate may purchase Safe Haven Status when’ ina. Pro‘Piate-port by” paying. an optional Bribe=100%a de from the Net Worth aboard his hip. In 3 eutrat Por. he may attempt to bribe tne Governor inthe samme ‘tay Dut must craw a Governor marker from the Govermor cup Titisa Proleate Governor, rman ln that Port andthe Port becomes a Safe Haven for that Pate IIs an Anti Pirate the bribe falls (but ls not rep) and the Govern 10.22 PIRATE HAVEN D&R If Pirate sells Booty or ransoms 3 stage in a Pirate Haven he faces Mandatory DB at the end of his turn thereby proving hs status onthe row Unrart Track by moving his marker up one space. The usual DAR penalties (8) ppl 10.221 NEUTRAL /PRO-PIRATE DAR: Whenever a Pirate takes & Si tooty Operation (uhather he ee Sry ar not na eral ot FroFirate Fort he as the option to declate D&R as pat of that "le However, he must also aw a Governor marke. ithe draws fn Ant Prat Governor a Neutral Fort. the ANU-Prate Governor Femaing and the Pirate Is mmedately Ousted (13.3) I/he rams bn" AntePrate Coveror in’ ProPlrate Port. the Pro Pirate ‘Governors permanently removed rom pay (unis Is his sae aver im which ease the Pirate foros hi Safe Haven statue and the Provrate Governor remains) and the ArtPrate Governors Fetures tothe Governor cup, atcasea arty MoPaey Gover ‘raw is permanently removed Trom play. 10.3 RANSOM: ostages become Net Worth by ransoming them invany ort: Ransoming each Hostage requires a separate Opera tonro complete the Operation. he makes a a and mullpies tne result by 100 to determine tne amount gained plus or minus the spproprate percentage forthe type of Fort 10.2), 430.4 SAFEIAVEN: Catan porated ind ee t0 Frac con ‘to greatea the ight alms could occasionaly obtain favorable Uading conditions, A Pirate may we a afe Maven for * Sein Booty at increased prices (10.81) + Quicker Refit of his ship (16.0, + Voluntary Retirement (18:3. + stashing his et Worth (1082) 10.41 SELL BOOTY: fa Pirate sells Booty at ns Sate Haven. he tay increase his Net Worth gain by 20% 10.42 STASHING NET WORTHY A Pirate may aso stash hls Net Worth ror safe Reeping nis Safe laven at anytime Resin tat Port regards of whether itis hs tur (unless he an the process of being Ousted) by making a side note of the location and smount. In tat way he avolds losing Ie he survives 3 Mutiny (h'3a) or nraip ic capeurea (182) However ne Safe Maven Issacked (19. elses all Net Worth tased there A Plate may hot recover stashed Ret Worth por to his retvement. 10.43 LOSS OF SAFE HAVEN: Safe Havens eannot be used by 2 Worth sired stashed there Is sll his. pending hs retvement. Should the Ant irate Governor be removed, the Pirates Safe Haven status is restored. Ftate loses hs safe laven an any Net Worth stashed there he attache any Merchant/ Port ofthat ational 11. Norowerr |LL.1 QVERVIEW: Aside from the act of the unusual number of psyehotcs that Piracy produced. cruelty was often a calculated means to arena especialy an ere~and aJob=that hel tie ‘ise the way of amusement. It Repe the cfew entertaned, for the postion of Captan was usually elective. Rot heeping the crew happy? Marooning~belng abandoned on a lifeless Island—was theeommon response. although a simple klfen the throat was tt cen Pires gle trity oe erat of ects oe this proves to be a twoedged sword. 11.2 GAINING NOTORIETY: A Pirate gains Notoriety for now he fain combat. 11.21 MERCHANTS: Pirate's Notoriety increases By the value (his cruety rating ater taking a Piz. However, i he has Suulered damage In the capture: during a previous Lum. the Rotority\gain'aue to‘his Cruelty rating 18 doubled for the ‘Vengeance he wreaks on his vet for daring frst. Record Thenew Notoriety total on the Pirates Ship Log with appropriate hhumber markers ater hs Notoriety wil increase one for each Iultpt of 100 doubons of Het Wort exelved foro Boy. 11,22 HOSTAGES: A Pirate gains five adational Notoriety when- ver be takes 8 Hostage, 11.23 FORTS. Pirates gain Notoriety equal tothe Port's Defense {ating they suecessfully ald a Fore (13-4). Adational Notoriety ‘equal to double the Forts Defense rating Is earned if they 50K the Port in thelr next turn (15:3) 11,24 BATTLE: 4 Plate gains fve Notoriety every time he {scapes battle (15.64) by Teaving the battle hex Transit Box following a successul interception by a RC/ Warship (13.8), and falns Notoriety equal to the Re's orginal Combat Strength i he Sinks one. 41.28 DUEL: A rirate gains Nototety equal to the total of the Opposing Pirate's Duel (Attack and Defense) and Endurance ‘atings if he Alls that Pirate of forces him to Back Down in 8 ‘dt 19.4, Prate who Backs Down loses the same amount of Rottiet hen ann eo 12. MUTINY 32.1 OVERVIEW. A possible Mutiny occurs whenever a "Crem Unrest” Random Event (17F) a drawn.The drawing player selects any Pirate of any player In play to undergo a Mutiny Check DR IWihe DR Is > that Prate’s current standing onthe Crew Unrest nena Pirate's crew Unrest marker reaches © unless curently rguged in combat 12.2. CREW UNREST TRACK: A Prate’s marker aways starts on fhe. 7 space ofthe crew Unies Track Removes song the rack In'accordance withthe following events 1 Escape Blockade (14:5) 31 Torte Hostage (8.73) ‘1 Enter Safe Haven with ul Hols (10-4) 21 bach DAR (2.8) 11 er 100 Doubioons of fet Worth gained fom sale of Booty (02) +2 Wins Duel 19.4) £3 Sock a Por (15.5) 2 a ty AESSETELES Bin gRERRER ESE ALE DERSREE Sssez e245 2 =1 Survive Mutiny Attempt (1231) =! becine erchant Capture Atempt after revealing Nationality "et pont of Combat Damage (18.7) sustalnes from any cause Dlockaded n'a Fort (14.3) * Refused Mandatory DEC (9,7. 9.62, 10.22) rate Captain suflers Minor Wound (13.712) or Scurvy (17C) rate Captain is crippled (18.713) Scurwy aboard ship (176) © = Backed Out of Duel (19.4) 12.3 Mutiny OUTCOME: Any Pirate affected bya Mutiny attempt ‘must make a Mutiny Outcome dt ‘ofthe Jam and may continue to ive out his ie of crime, Reset fis Crew Unrest marker to "8". 12.32 ithe dt equal hie Leadership, he ls allowed to Reine, utter aon board Net Wart cee N03) 12,38 Ifthe drs > his Leadership the mutiny was successful and he has been marooned and let to dle: Me loses everything 12.8. AFTERMATH: Whenever aPlrate seat due to Mutiny, duc less, or Voluntary retirement. that player Immediately starts another Pirate n that Captains place ihe has any left to draw (mgaress af whose tur kin oe naw rate inert the dpsed ‘Captain's ship including any damage ema currently have) ond piton on the map. aswell as any Booty on board However the Former Captains net Wort, Letters of Marque, Notoriety. Até2ck, histo. useful information ad femalning Canring are removed 4nd the Crew Unrest Is reset t07- A Pra lst in bate duc to ‘founds incurred or belng sunk (snot replace In this manner His replacement starts anew (021) with a alilerent Sloop oF tease 7] ee | [#7] 13. THE KING'S COMMISSIONERS (KS) 1a oven wus fe eam ste ene Bar aren encontrar ea eee ees acer cca erate es ee ornare sea cane ee oe ee sear erie es Re ee eee ak uate ln 1 beara lian cetacean Se nS sada itanbarah ceca Pens ee carrera ee eee Mewas to ture Pirates into battle. 15.2 ACTIVATION: KC canbe activated through Petitions (13.21) gfandom event t'7n: Each player may have no more on wo 13.21 PETITIONING THE CROWN: A player without « KC may Fetition the Crown for one during his tum as his KC Operation. AAplayer successfully Petitions the Crown By making a= the Rotorety of any netlve opposing Pirate 13.22 KC PLACENENT: A player gets a new KCby drawing frm the NC cup ana placingtin the Transit Box leading to tne Ocean ‘aurrenty contaling the opposing Firae with the most Notoriety {Bor Ior Carnhean and Alante Bor forthe ota Coset and {0x 6 for indian Ocean’ Arabian Sea or inthe same Transl Box ss tha irate If tere are no opposing Pirates tn play (17K) he ‘hay place It in any Transit Box. 15.23 REPLACED KC: a KC Ie killed or withdrawn to Europe IRisretumed to the NC cup and will be setivate again a fall strength randomly drawn by any Player entitle to draw 3 13.3 OFERATIONS: During his turn, a player must Petition the Gown or unaertakeeltnera Pirate or Ne Operation unless he hhas no Pitates in playin which cave he must activate one), 13.4 MOVEMENT: ANC may move a number of nexes < his hut damage sustained inthe save manner a9. Pate (3) except {hat such tows is recorded on the Re Display By moving the RCS ‘marker arons the Track, 13.9 OUSHING FIKATES: I a rirate is forced to leave @ port whether by entrance ofa C/ Warship or other events the Prats therein ose one sep on thelr Combat Track and are Mippe within the hex to symbolize thelr movement out of te Porte in that hex (8.51). The Pirate prays that the Ousting KC/Warship doesnt get anather turn before he does, Pirates may notrturh to'a Port from whieh they nave Deen Ousted prior to landing st Sitferent Por, 13.6 COMBAT: Ia Firat Is at sea Inthe same location with an| ‘opposing NC atthe start of the RC's Operation, they must each ‘make an Intercept ar (8.51). I the Pirate's Speed mouified dee |g > the NC's the rate may avai or fin combat at hisoption {Sthernise the RC/ Warship may avoid orJon combat at its option IWihere is more than one intercepted Piate/Nc in tht Nek the Interesptor may attack the one of his cholce. Me may not attack {yo Pirates in One turn unless they ae alles (20.5. 13.01 KESOLUTION The Firate Strength equals his Abily pls the current Combat rating of his ahip: Both players ake a OR and add Itto ther respective Combet strengths. The diflerence IWany) Between the modified dee rll is the numberof damage points aufered ty the player with te lesser amount, Te winner Sreaen round of bate aulfers one point of samage. Warship fever take actual losses 13.62 CONTINUATION: Regardless of thelr total Strengths and lamage sustained, te player wh rolled higher inthe battle (etthout modification except for bl. 9.8) may decide whether {o continue combat for another round or to end the turn, Wat ‘hips always elec to continue. If nether opponent rolled higher than the other the combat eontinges 13.63 SURKENDEE: Before combats resolved oe between rounds ‘ofany multrround combat. Firate may surrender and trust his Letter of Marque 176) to save his bacon (18.2) It hs ship is sunk isthe Is hlled and his Lette of argue worthess: A {eter of Marque elective only aganet KC! Warships of the sine Nationally a5 the Leer of Marque: 13.68 NOTORIETY GAIN: Ifa Pirate in combat with a KC/ Warship escapes om the sume nex Transit ox containing his adversary, equine ie otorty. fhe sinks a NC. he galns Notoriety equ to that KC's origins Combat rating Evasion or alure to Inter ‘ept does not earn Notoriety Combat marker Is moved along the Ship Log/Ne Damage Track an appropriate number of spaces with corresponding reduction offi Combat ratings. the Ship's Combat Rating ls teauced the “Sunk” box that Pirate’ KC ts removed from play. Prat Immune to mutiny during rounds of atte but ante Wee a ale his crew Unrest has been reduce to Oe must undergo Mating ‘tempt (121 415.71 IMJURY: For each point of nan-Speed damage sustalned ByaPrate/ Rc rom any cause Uneluaing Sear) that player must ‘make an Imeaiate Injury ato etermine whether the Pate Captain himset is tured. Any result other than "1" has no fffect. However If he rolls "I'he must draw an Action card Sind consul he botton le to determi ee of ity. 15.711 SUPERFICIAL WOUNDS: Reduce all ratings of the rate Kc by one forthe balance ofthe turn for each Super ll ‘ound iicted: No Recovery Operation is necessary to remove [mew] 13.712 suOK WOUNDS: Minor wounds ae noted by asterisk (+) Mark the Pirate card/Ne with 3 Wound =2 | marker reduce al of his personal ratings except Cruclty Prate/ KC may Tully Recover from ths Injury 13.718), 18.713 CRIPPLING WOUNDS: Major wounds are noted ise a by 4a ouble asterisk (+), Mark the Pirate card/ with & ripple marker: Permanently reduce s Pirate's Del ad ndurance ratings b) one, and increase his Crit rating by one (up toamanimum of). Ai hs ratings except Cructy ae reduced by three until he Recovers (18718) Lower a Crippled Pirate's Shatus onthe Crew Unrest Trach by two. Ifa Pirate” RC loses two ‘of any limb or both eyen, Nels consigered dead. 1g7te sy Er2CTS buco he neapacy ofthe ender the ‘Speed rocks toa minimum of 1 for eaeh reduction na irate, Rs ability unl he recovers to reflect the crew's lessened [iiency and attention to duty during hls recaperstion 18.218 RECOVERY: APirate/KC may recover fom wounds by declaring'a “Recovery” Operation in any ort. Alot his Wound {elated veduces ratings thon return to thee printes state except {hove permanenty reduced by a Crippling wound. A Recovery Operation s necessary to a ship of Scury whether oF not the elpiain i so aiictes 43.716 CUMULATIVE EFFECTS: Any combination of scuny. now. or rippling waunds pir to Recovery immediately fatal 48.72 CREW UNREST: A Pirate sulers a one-point reduction on the Crew Unrest Track fr each point of Combat damage suffered from any cause except Scurvy B75 14, WARSHIPS 144 OVFRUIPYE The “command!” of Warships varies trom turn {rium Warships are grav randomly: They lifer In Attack Strength, Speed” and nationally. I'a Warship has no nationally Indiested, fs tented ae an Unflagged Merchant (9:21), The sifielty of eapturing a Pirate with a warship reflects the wide berth Pirates gave tem never ontering bate voluntary case Fences tack of sal by the Warships Inasmuch a they benefited Financially from any Prate presence n focal waters by charaing lucrative convoy and freight ees, Watships never suffer damage Waripe appear either by Action Line dette or an Action card ‘arc draw (9.33) 14.44 ACTION LINE: I summoned by an Action Line result of "Marohip tercopes mast Natoriave Pirate” (©) a Warshipe ave fered to the Warship Cup and another iy ren fo te Cept, Oust. or Blockade the Pirate withthe most Notoriety. If Summoned by an Action Line result of "Move Draw Warship’ {eiben itattempts to mtereept Oust. or Blockade any Plate In {ts hex atthe end of movement inthis umm there fs no Pate livthe entered hex. t stays thete unl a Pirate enters that nek (ae whieh point tha Pirate is subject to Intercept: 8.51, unt Linother “fiove Warship" daw allows the activating player (0 14.12 LETTER OF MARQUE: A Warship wil attack any Firat at {he option ofthe controling player—even one witha Leer of Parque (17E1) or without at Attack history vs its natonalty. 1A.13 INTERCEFT-CONTROL: A Warship attempting an intercept (aSlyaietoaFiratemovinginto tshek or asearch result 32) {2 controled by the player tothe right ofthe moving Pirate Pons 114.2 9QUADNON: several Warships appearin the same nex with 2 Pirate they must cach attempt Interception separately tao ‘oe more are auccesful butofdllrentnationalltes they attack Scporately=the slowest Warship attaching frst. and the fastest ‘Warship attaching only after the Pate aseapas the fre wo ‘rmore Warships (not AC ofthe same natlonaity each intercept ‘irate, their Strength is totalled and aadea to single DK Any resulting combat (13.6, 14,3. BLOCRADES: Warships may enter Ports to Oust Paes only ithe For Is the same nationally as the Warship. Once Ousted from Port aPiratemay not retur to before landing at another Port Any KC/Warship placed at sea Ita Part hex Is block that Pore and puts al entering departing Pirates at risk ot ‘cept f.91) Any Pirates na Blockaded Port suffer @ = penalty ‘on the Crew Unrest Track 2.2) and this penalty is sepeated aug sien tend act he ghana the lho » Pirates thereby freed gain a point on the Crew Untest Tack. A Pate miny not sel Booty or ransom Hostages while Blockaded. 10 [5] AAS artpngae cuwnton nc may ene ate Haven ony if that Pirate Haver fs occupled and anther TH] KCorbitisn Warship temains at sea as Blockade Inthe ‘Same-hen, When tha occurs ny Pirates inside are Ousted nor mat (3.3) a eM War at senha eee appr {nj (aon). a irate nas been Ousted from the Frate haven, {Governor marker I drawn. I the drawn Governor Ia Po Pirate there is na effect and the Governor is removed from pla) the ‘Governor ls AntLPirate he remains in the Pirate Haven whieh Scisi et ian ort tharetter Place an Bngiah port naar ‘onthe ex Pirateftaven. Even if the Governor is femoved. the Fort ‘Gan never be 2 Pirate Haven again 15. ATTACKING PORTS 18.1 PORT DEFENSE: Allattackable Forts havea printed "basic Garrison Strength a humber trom 4-17), representing to0ps atone here A Port sprinted Garis Stenath neve charges [5.2 TLIGIBLE TARGETS: A Pirate may attack any Port except {As Any current Pirate Haven: BB. A Port with a KC/Warship of the Ports nationality In the G. Apreviousy sacked or destroyed Port. or one curently under ‘tack, 18.31 oFenarioy.Ataching Fort cn be a separate Ope ovement operation. in which case he moves into the Port ‘Anchors. and attacks Ifa the same tur, | Serena 18.8: RISOLLTION: To resolve a Prt Attack. the Pirate adds nis ‘Abit rating to hs ship's Combat Strength plus dif ie has ‘ser information (9.73) hemay make a DR Instead. That total Is compared to the Port's Detense Strength plus ® DR. the Frnt’ ttel is the Pore otal, te attack a the Pate sues {number of damage points equal tothe amour oy wrieh tne forts total exceeded his, and his ship Hnot sunk outright i Ousted for an addtional point of damage. The Pirate may not Steak that Port again unit his hip ul ett, However, the Tate remains anchored. and suffers damage equal to one fess ‘han the lowest dt made bythe Port. Regardless ofthe outcome, the Pirate places» Nationality marker of that Prt on his Shp Log, [Atach History Ifnotaifeady present Ms feat tetotages Sentient pat oma PORT VALE: After successfully raiding a Port the Pi {oll a numberof dice sql to the value ofthe Fort. and mul peste total by 100 to determine Row much Booiy has Been Fecovered in tetma ofthe Captains share) Regardiess of the mount i fils al Holds on the Pirate ship. Any Booty alteady present on the ship must be abandoned or an appropriate fac {lonat share of tne Fort s Booty forfel for each Hel previously Ica su not abandoned. The rate gains Soratey eds toe Port's dense rating, Alter a successful rad. the Pores marked with "Number" maker showing ts valueas one grad es than Previously down tas minimum of °0"-A Por witha value 0 ‘Seek the Forts he may not move a KC or another Pirate instead & 15.5 SACKING PORTS: the ralaing player opts to spend ‘is next turn anenorea In that Fort he must atlmpt to ck ieby attacking aa to defeat tne Port's reinforce ‘ens. nis time ne may not rat an extra de (or meta or {on but the Fort maya onl half es Defense rating tots DR Utactions rounded up) Resolve the attack normally If suecess- iSmark i wth a\"Port estroy" marker The Plate wll gain ‘ditional Notarlty equal to teie tne Port's Dtenae rating se 2'Stnodiication this taguron the Crew Unrest Table Aeched Fort may not be used for any Operation forthe rest of the game a | and may not be looted again after being sacked. The Net Worth ‘any Pirate stashed in a sacked Fort Is lost, although not recovered by the sacking Pirate 16. REFITTING SHIP: 16.1 ttavens: ror every Reflt Operation a Pirate undergoes wh In is Safe Maven or aPrate Maven. all Combat dsmage 0 Dis Ship Is Yepares 16.2 OTHER FORTS: For every Reft Operation Pirate undergoes Im neutral Fort. he may repair one point of Combat damage, ‘listing his Combat rating by moving te marker one square heimay repair two points of Combat damage Tor each Refit Operation 26.3 rna's COMMISSIONER (KC): A KE may repair damage by decaring a Ret Operation if nef occupying a Reutral or Ant Fate ror. cach NC Ret Operation ina heutral Fort repairs one pont of Combat damage: Each Re Ree Operation na Ant Pate Fort repas two points of Combat damage, 168 CAREERING: Wooden ships in warm climates sufered Constant deterloraton from barmacies and teredo worms that funneled through the hall Below the waterline robbing vesoels fofapeed and. ultmatsiy nemvorthinese Conve has te perteically ombat this by @ process ealed “careening” which volved Deaching the vessel, scraping the hull and coating It with protective mixture of tar. tallow, an sulfur Pirates/KC may repale Spend damage to their ship inehuding Stonm damage) ony by decaring a careening Operation In any Coastal hex Fert marking ther localon witha Carcenlng merher making dr and repairing that many polnts of Speed danse: Takes another Operation to remove’a Careening marher A {Careening Prat nthe same Coastal hex/Port witha Key Warship Ignite It ntercepted. The Pirate may not modify hs Intercep- tion dA careening KC eannot Harm. oF be armed by. 9 Careening cannot be combined with movement 17. RANDOM EVENTS YER: Bese inocucng rare apenas Rando Ente Satracly measure the passage of time. Whetevel @ Randory Even occurs any NC/ Warship in the same hea/Tasit Box with 4 firate automatically intercepts (8.52) all blockaded Pirates Sullera Crew Unrest penal (1.3) the conditions o al rates AC Sten wth scurvy worsen 1c), ana-any Warship’ Ne onan arom hetmay enter ts Transit ox (8.6 A Random Event occurs wen the Action Line indicates such. The player who drew it shuffles the eck draws another card. and checks the "Event ne forthe WB | f., EARTHQUAKE: The player makes arto determine 182 | a rorewnien has been destroyed by Earthquake along [ss] tn everyone and all stashed Net Worth in I) That Fart may noc be usea egain, 1. PLAQUE: A Dr determines a Port struck by Plague. Each Governor. rate or KC in that Port led. Other, thee I fo llect Plague lets only ane tu {SCURVY ness strkes al active Pates/AC ship In $vanst box plus any conto 8) the ering player Satveny ot sn, Eoch stip afte murs on pet {Somos dona rpresening ete ass ana mare is ‘Scumy marker & Pate ith Seung board must subtact to itm i status onthe Crew Unrest ach and ths penal is Aled each time he condition worsens due fo anew Ransom (PERSONAL MUURY In adalion, cach ship affected must Inake ato cetermin fhe Pate Captain RE hs el, {fhe olsa°1'-te insick and al of ns Ratings are reduced By Bret crew tryeet mertes ores bree ee ees unde ntine recovers place Scary marker om hn) A"2" EE any Hostages on boa G2. DURATION: Every ime anew Random Event i ron, any fhip taesuits Scary murker sues eeather Corba suege Balncand ro ren Unies auctolts wero ices snd st fol again forthe elect onthe Pins Caplan Me: An aed n sich/ wounded Pirate Captain NC who rolls “1 again des. There “eno adaitonal penaitss should the new Kangom Event result in'seursy againat the same Prate/RE again, G3. RECOVERY: Once in Fort, a Pirate/NC can retutn to healt lth a Recover Operation which Wil remove his Scuryy marker “nd ettrn his personal raings to thelrpreiines state ils sp Val requlte Ret Operations to recove? ts Combat rating STORMS AT SEA: The lat ship, stil in play, to perform an Operation of the drawing player fv It irate. Ke, Waranip) Isat the center of the storm The clfect Is Identical to that ot Storms (6-31). FT) o| C7 |B ETreRSOF MARUI Warn Europe anne Meae [9] ag | ceased tne opportunity for egal prvatering. Draw a etter of Marque marker at random. Te fist irate withno Attack History vs that Nationality to complete the transaction may purchase that Letter of Marque frm ny ‘Neutral Governor of te same nationality foran amount equal ‘re 100 a the end of ay "Sel Booty" Operation. alternatively, the amount canbe les f making the purchase from a Pro-Pate ‘overor or ale Haven ofthe ate Ratna 09 the ete of Pirate Governor If purchasing 2 Letter of Marque vy nis Ste Haven, a Pirate may deduct 80x the from the purchase coat ‘The rate eed not actually sel Booy to declare a "Sel Boot Operation tobribe a Gavemor ot abtainaurtter of Marque: Aer ‘Stving the costa irate may decline the purchase andy toll {better dean alter tum. A Pirate may not possess more tha fone Letter of Marque, although he may retum the one he has {ts craw cup In rser to get alferent one, The apportamity 2 ‘ain a Leter of Marque expires H Fence Is declared Event EL Historically Letters of Marque were documents provided by 8 government enabling ane to prey on the shipping of another ounkry legally least a fora he fist county was concered ‘As fong ss-a Frate was feasonably careful witn whom he id Bisiness such a document could be hs chet back to respectable Society. A Pirates Letter of Marque is fore ithe attacks that nationally ANTE Ane cared ten N/a my rt ae Ea APiate wih a Lter of Marque may upgrade a ors of nationally as a sae Haven lf they have aro‘Prate Governor, OF shaving a Proirate Governor i the) are neutral, or as they hhave a eutra! Governor if they have an AntePirate Governor. A KC may mot enter any nonrtsh port whose nationally 1 Currently Backing eLetir of Marae bread in auch a Fort when the Letter of Marque Is declared availabe, he Is Ousted Ihe & Prate (135) ‘ay choose any Pirate n play to undergo a Mutiny Check (12-1. 6G. NATIVE UPRISINOS: The Port containing the Prate withthe ‘mot Notoriety (among, Pirates current Por) Gusts rates. They may not return before tanding at another For ita Pirate is Careening his vessel he is ciminated instead, Any Fro rate Governor therein Is temoved fom pla. the por i Neutra, must draw 2 Governor retaining only an Ant Pirate Governor and removing a Pro-Praic Govemet. Any Safe fave status ad ‘Sashed Met Worth there ie fofet If no Port currenty contains ‘Pirate, one Neutral or ProPirate Pott determined a random mist {eplce it crtent Governor as pes abuve ates careening 1H, CUROFEAN UNREST: Growing war clouds back Rome requlte the return ofall KC to thelr draw cup. All NC Wounds damage ate repaired If they re-enter the game: 1. PLACE A GOVERNOR: One new Oovernor is. drawn at random ‘and placed faceup based on a Dr Ifthe Fort selected alvendy thas a Governor. remove him; Ant-irate governors returning fe ithe Por selected has been destroyed orn Pirate Haven, ‘gain to determine a afferent placement Port ULL DAMADE: Ait hips (Dot Piate and KC) of the drawing bayer suffer one pont of hall damage whick moves el Speed ‘Gamage marker ome space tothe right on thelr Damage Tracks, 1 RiNers COMMISSIONER (KC): The drawing player automatically Setivates a KC (13.23) I he as fess than two In pay. oF Lakes & [Rc Operation witha current NC inate Iwithin his Spee rating of a Transit Box Atfow hex, the NC may enter that Transit Box Seithout stopping on te Arrow nex of awalting another Random Event in-an exception to 8. 1k RING'S PARDON: Draw a Letter of Marque at random. Al rates ‘ve one specified bythe drawing payer may automaticaly etre ‘preci matier fara rom that nation frre By anchor ingin any Port of hat nationality vegardess of is Nation Attac history Before he next Random Even is drawn In so lng, the Praternay remove any resis atack History rs thet Nationally. Otherwise, tere ls no elect PM. PEACE DECLARED: All Letters of Marque are revoked. All Plates regain any previously expended Cunning 18, RETIREMENT 18.1 OVERVIEW n order o safeguard hs Net Worth, a Pate Pirate may retire as a result of Mutiny (12.52), through a King’s Pardon (17. voluntary (18.3) of by presentation of his Letter bof Marque after capture (15.69 retires Pirate can win even if fan appesing Piste gains more Net Worth provided that oppos- ing Rate ished betore he can rere or the game ends” 10.2 DOUBLE CHOSS: A Firate attempting to etre by Letter of argue when captured in pate frets a Booty not converted tlso at risk and he must make = devon the Double Cross Table {o'determine the outcome, DOUBLE CROSS TABLE Res 2 Detained for tal. irate must pay 10% of bis. Met a 18.3 vouunrany KETINEMENT: a Firate may attempt to rete \oluntarly witha Retirement Operation while in his Safe Haven ‘orany Port witha Pro-irate Governor To Yetife, he must make ‘Sloe «hie Net Worth in hundreds of doubloons. I he falls > him to continue. if he falls a retirement attempt, he may not try fasin unl he has increased his Net wrth to the next 100 Boubioon mutpie, 19. DUELS 49.1 OVERVIEW: Fates wil fight one another Lo avenge sore siignt. Because of too much arog or not enough, too few women Sr jun plain omeriness. Each Pirate has two "Duc ratings Attack {I etense, pus nn Endurance rating al of which are used to 19.2 CHALLENGES: Dueling occurs when one Pirate challenges nother due toa broken alllance or BN (8.81). Duels occur only ewcen Pirates in the same Fore or aboard a shared prize (20.4), 19,3, RESOLUTION: The challenging Prat starts as the Attacker the challenge the Defender The Attacker adds his Attack value toa ate and compares the total tothe Defenders Detense value ‘and sdf the Belender s woual = Ue Attackers, the Acker iowes one Endurance i the Attackers total exceeds the Defender S| total. the Defense loses one Endurance lor each point by which his total has been exceeded I both Pirates survive that outcome, {he challenges Becomes the Attacker and the chatenger becomes {he Delencerane they each make a to add to thet respective {atings and compare the totals aga to determine the outcome. ‘This constitutes one round. The two continue to exchange {oles/rlis unt one is killed or Backs OW (19. 49.31 ENDURANCE: All Duel results are expressed in loss of {Endirance Fons bythe affected Frte- These are subtracted fom the total avalabie on the Pirate's Ship Log. The frst Pirate to teed tis Endurance Pont total (whether uh Attack or Defense) {stiles Endurance Points fect only dueling and are immedi itely recovered In ful ave for those Jost due Co jury 2 the fend of 3 dt. 19.82 NOTORIETY: The winner of « due! gains Notoriety equal to his opponent's Duel and Endurance ratings plus a fo point fainon the Crew Unrest Track in adation to the pleasure of selng Fis ats innards spread all ever a tavern Noor 19.33 WOUNDS: Whenever the Attackers total exceeds the Defender's total by three or more, the Defender Is wounded. A Wound requires thatthe Defender draw an Retion cara to deter mine the nature of the wound (13.71) and lowers his Attack and 19.4 BACKING OFF After cach round, iter Fate may "Back land suffers 3 changje onthe Crew Status Track. ls opponent iscredted wth wining the de! and gas wo places.on the Crew Unrest Track plus Notoriety equal to his opponent's Duc! and Endurance ratings. 20. ALLIANCES 20.1. OVERVIEW: though most Ftates salle naiidualy there were instances when they would form alances under such far boyant names a Brethren othe Coast” Such partnersps ope Sstedunder Articles" -or contracts, which the) treated as legally Bindingand enforced with swordpiy. These allances rarely tasted usually one ofthe partners fle he was geting the short tnd the financial stick aking most of he sk or the ke. The Illance rules can be used only in tree- or four player games 20.2 TERMS OF ALLIANCE: Any two (never mote) Frates belong into diferent payers may form an Allonee during elthe player's turn by announcing it provided thy are anchored inthe same Fort Porming an Aliance docs nat require am Operation. f= ‘Simpy sated to have occured: The aied players may agree on lanything that docs not violate or ater the rules except as noted below, alliances may be Broken at any ime and Tor any reason. 120.3 SEARCH: I two allied Pirates are at sea in the same nex/ ‘ransle Box suring Searen the drawing player may raw eo ‘Scare cards, However, Storm” result fs ald only the fst ardraan therehy leasing the ehanees af eneauimtering# Storm linchanged 2048 MERCHANT PRIZES: If wo alled Pirates are at sea inthe ‘Sine te Tranat ox when attacking a Merchant (51. deduet {wo fom the capture DR Altnough oniy ane Frat is conduct Ing the operation, both are considered to have capture! the Merchant and boarded her (i suecessful) and both suffer any ‘damage inet byte Merenant I there fa Hostage. fi up {othe Bperating player to cecige who gets im, ined, te payer ‘wo volled for the Operation decides what Tso happen I he Wishes to ignore the Ailes, tke mare than his share ofthe ‘argo, hl he Hostage, or whatever, his choice rules unis he 'Retenges end beaten n'a aucl im which case te winner ‘ecides) The Notoriety gained from the seiure is determined ft both Pirates separately according to his own Cruelty rating and ‘eventual sale of booty 20.8 MUTUAL DEFENSE If both Pirates are at sea In the same fhex/Transit Box when attacked. the non-attacked Pirate may choose ta oin in or not he helps hs aly the Pate may make Sn additional Combat DR" and use the highest to reaoive the Battie: Combat results wouid then apply tooth Pirates equal esis Combatalfference of ~1 would FesutInane damage paint for each Pate 20.9 FOR! ATTACRS: Two aliea rates may comoine o attack 2 Port i bots are present in the Fort a the Instant of attack. 1h ‘Such a case they combine bath Shp Combat Strengths plus the [Absit ating of only the Operating Captain Any a Pvate results a tsnrkly ge rip tens a iy abet eae ‘ile deaws foe posse injury separately). Splitting te Boot f= Up to the Operating Pirate eu gauaeu ocoael | geeseezaezeeereaun 21. BARTER 24.4 OVERVIEW: Pirates may sellor rade their Booty Hostages. 3nd any portion of thelr Net Worth fo Pirates of other players at fry time they endla turn in the same Port No Operation feces: ary. They may even trade Ships for other considerations, but 22. CUNNING [fears] 22.1 OVERVIEW: APirate's Cunning ratings tne number ‘ha of times during a game that Pirate may evol die dice Le | forlsto Improve his situation. However once a Pate nt players Pirate uses 2 Cunning Pointe white Cunning marker fs Kept on the Ship Log of the Pirate who last used inning Point. The amount of Cunning remaining Is recorded on the Pirates Ship Log by reducing tne number marker in the {Cnning Box of tse Pirate's Ship Log sccorainaly 22.2. Uses: Cunningcan be used to reroll any resolution requir Ing a die/dice roll except those dealing with Storms Iiness. fny relevant die’ dice rolls and also force any opposing die dice falls tobe remade. the player opts fra eral he must use I He cannot opt to use the fist rejected rol instead, 22.9 nino’ PEACE: Al ates regain any Cunning used thus far “thenever a Pesce Declaration Randorm Event acess (17) 23. SOLITAIRE 25.4. OVERVIEW: In the soltae verslon, the player has but one Frat: the fleional Captain Blood. Me gets the frst tum ang becomes" Player “1"- Mls" opponenis are we dummy players hare cach eniiedtoeventualy draw three Prats The player ‘nis Captain Sood reaches 100 Aotoriety or has more Net Worth Btgame end than any opposing Pirate~elter rere or current Scihe otheruive he loser. Shosld Bod retire wie Fates of bot ummy players are stt active. the prayer continues top [umm can have only one Plate aclve ata time. Whenever 8 Gummy gets a turn he mast activate a new Pirate he Mas none in'play Otherwise the game plays as 0 normal three player fame Except that only Captain Blood hes complete freedom of Efoice over his operations: Gnly the dummic ae rested by ihe rotowing rte 25.2 WAKSMIPS: The natlonalty and ratings of Warships ae not ship has Movement Points equal {to a'di when being moved and cannot be challenged. Once ‘evcle ya Blockade Ouser or nerep Nash remain face ‘Warship within one turns movement of arate wil attempt Intereeptit unless it belongs to the moving payer I within one {rns movement of both lod and another Pate Warship om (olla by a dummy wil alvays attempt to Intercept Blood. 128.3. DUMMY PIRATE/ AC TURNS fhe has both a Frate and a Cin play. a dummy wl always take a Pirate Operation ules uy wih na In la wl petition thas Botriely = 11 EXCEPTION: A Pirate wl always move ding ie turmi nthe same nex with a Ke7 Warship. 123.4 DUMMY KC OPERATIONS: When activated, 9 C Is always Ploced in the Tranalt ox tending to Bloods currenty-oceupled Dezan. KCaivays move towards Blood tothe fl extent of eit ‘movement allowance to intercept him as long as he remains In {he same ocean: ARC wl atempt to flow Blood anew Oean ‘Anthirate Port for Refit he makes a dr* = the amount of his Combat damage. AKC wl ikewise Coreen fim #Constal hex and his speed has en reduced from ts maximum unless within one {ums movement of i00d- ARC will not move to attack Dur irate, Asick NC wll always return fo the closest avaliable Port fora Recover operation 3 25.81 CLOSEST PORT Pirates/KC retuming tothe “coset port for ert Recover ur Sell Booty Opell determine te lanest Port by ignoring Ports they cannat enter cueh ap a KC toa Pro. rate Port) and moditying the distance tothe others as follows [RECOVER SELL BOOTY ‘Ant Pirate PooKex1RCx! a Pratetiaven Pet NC= Po = 25.5 DUMMY PIRATE PATROL OPERATIONS: Dring his turn, a Pirate a flltrength with an empty Hold mast chase a Merchant Htthin six nexes of one unless sick or damaged ori either the Pirate or the Merchant stein the same hex Transivbox wi = fev warsnip. Osnensse, at fulstrengn and notin a hex with ‘SMlrchant at the end of his move end fhe hes any empty Holds, ‘Pirate wil Search provided he can meet the requitementsol 9. umber ect sck-s Pirate wil aways return tothe closest ‘allable Fort fora Recover Operation. A demaged Pirate will er tothe closest avallabe Fort or Reon is Movement ‘never voluntary enter & NC/ Warship hex unless runing 8 Blockade and will choose another destinvtion if the Port he spe posed to enter curently occupied by 2 KC/Warship. A Pirate ‘wistop to caren ns vessel reurrentiy i a coastal ex and not ‘thin vo turns’ movement ofa Ne” Warsnip. te movement ‘de is < his Speed damage. 23.81 FORT ATTACKS. A Pirate may attack Fort only after gain- ing useful information improving his odds (79). A irate wil ‘capture ihe gain ntormation ona Port ofa atonal for whch hnchas an Attack history he wil head rect fr that prt witout ‘Searching or attacking Merchant} to raid once Me hold are ‘Empty his Combat an Abity strength atleast equsl the Poms ‘dcfense successful he wll sack the port oni fie has atleast five Combat factors remaining and he fad yelded booty of <300 per ele: Otherwise he will continue his Patrol Operations. 25.82 SELLING BOOTY. A Pirate wil scturn tothe closeat Fort Simenever his Holds are fl to sell his Booty and Yansom nis Hostages. without a Safe Haven, he wl urenase one possible 55 REFIT: A Pirate in Por wil not voluntarily lave unt his 23.84 VOLUNTARY RETIREMENT APeate wh starts his turn in {Safe rayen ora Pro-irate Fort wth no Booty to sel wl tempt toretice ihe has atleast 1100 Doubloons in Net Worth and that 25.55 NEW SMFS: A rivate wll always attempt to upgrade toa [arger ship possible 0.64) and wil rade ships ofthe same Size Iinte doing he will get one in better shape 23.6 DAR: A dummy Pirate always takes Mandatory DAK and opts for Dam at every opportunity If hs Crew Unrest is = un {eee in the same hex/TraneltBox with a Warehip/ KC. 239.7 AIK FLAY: For a challenging game. the solitaire player ‘thould wear vera! hats Les he should suspend hs loyal) Captain Blood during the duramy moves and try to make moves ‘which ae to thelr best advantage~as thor forces were his own, interests ofthe dummy. Only in this way an a truly challenging {Scenare be provided for Captain Blood to best QUESTIONS & ANSWERS: ‘SuaGEstion: the game piays much faster witha pleat set Of Action cars to substitute pre-shulfed forthe deck In use {hedeck is reshuffle, Action decks cam be purchased sepa ftom TANOC for $0 plus usual postage changes 2.6/5.2 Is thete allt tothe numberof peae ship types aval able or can we make our own to augment those supplied with ‘emer [AT limit i Intenonal. Safely (0 his Safe Haven to collect hs stash?" ato. 6.21 Js It permissable to activate a Pirate directly atop a Mer tum AA. Yes=an activation which does not ccur atop 3 Merchant is ‘arity. although often the Merchants will "move away before the new Pirate can attackmuch fo the glee of his opponents. 3-54 Does a newiy drawn Warship get to move onthe turn itis ‘raw Can player move more than one Warship Hf they ae a ready present? 1 Can a Pirate choose to be intercepted by a weak KC/ War ship to gain notoriety and forego the Interception die roll? 12 Does the statement “other ignored ply Ua ene IS an automatic Intercept, there wil be no random event draw? AA. Yes, however, the effects of blockades (18.5, Scurvy (170), Sa Transie Box (8.6) apply normally {8.0 sa sip require o stop on te nes between Transit Boxes Soittakes twice as many Tull moves as Transit Boxes to go from fone ocean to anather? ao. 18.7 Can a ship enter a Port and teave it inthe same turn? A no, ARC/Marhip must anchor to Oust a Pate ann so £87 Do Warships pay a Movement Point to enter a Fort of thelr ‘oun nationally? 1. Yes, Anchored Warshis must be Mipped to leave thelr atin Sing Side Toca. 9.21 An unflagged Warship’s nationally Is determined atthe Start ofits tum: ond ean change from turn to tum. 0-3 Cana Pirate search ater moving a numer ot hexas equal {ois fall movement allowance even he ends histor nthe sae hex with o Merchant? AA. Yes. Note Unata Plate can't search onthe turn that he leaves Port becouse i costs ane MF to host anchor. 19.62 Does fale attack on # Merchant create an Atack History vs that Pie's nationality? A. Mo 19.0 to Pirate witha schooner engaged in DBR all able to at {emptEasion, ni 3 does he subtract to rom Mis Eason 9.8 Does Dat affect a prate's Duel ratings? 9.81 Ifa plrate enters a port with an opposing pirate already Under DR ss de! requlred? Ionere so other Fivate in that location, no duel eccurs 410.21 Cana pate decine te cost ofa bribe ater determining he amount? 1A” Yes, but not after determining the outcome of a Governor iow tte may repeat the bribe ate pt di rll in subsequent urns ‘ithout leaving the Port or actualy seling Booty 1“ 410.21/10.4 Can a pirate buy and retain more than one safe 10.221 /10.3 Can a pirate declare DEX after both a hostage ra om and a separate sale of cargo operation? [Ax Yes, but Dik would have to be removed between those two ‘SSparate operations, thus requiring a minimum of three turns 10.4/18.3 Doesapiate nee to retire in his Safe Haven to clam the Net Worth he has stashed there? Af. 11.28 fe Peale sinks a RC, docs he alsa get +5 Notorlety for scoping battler 11.24/12.4. wht constitutes an escape from bate? it Box In which the battle took place. That Pirate is immune Mutiny attempts while in hi opponent's hex/ Transit Box. ike wise arte wich ha ust esi ated Fors immune ‘Opportunity to sack the Port and thereby avold a possible mutiny. 15.6 May a NC attempt to intercept a Pirate i the KC stars Its tum in Port andthe Pirate nat sea in te same ex? umm ortne Pate must enter the N's Hex for the RC toate Interception 43.61 Does winning a combat round against a warship always ‘ipon he must tae his chances like everyone else. 417C1 ts one die ro made to determine injury to both the Cap {hi and any bostagea, or one le roll made to determine te eras eeazersee?? #81 ‘Captaln's status, and another made to determin the fate of any hostages? Ane former, 176 a plrate buys a Letter of Marque from a Pro Frate Gover: ‘or whic Is also his Safe Raven, what isthe coat? 18.5 Once arate retires, nls stashed Net Worth stl ver ble to Sacking. Earthquahen. or Native Upisings? Aho 21, Can arate trade information obtained from 3 hostage to nother player's Pirate? ‘A. Yes, but wading is not allowed between Pirates ofthe same Piaer 22.2 Can a payer use his Cunning to reroll is battle dice rl Wile Keeping his opponent battle dice roll or vice versa? ‘A. Mo. If elther battle dice rol is reroled they both must be. 32.2 Can cunning be used to reroll» purchase of a Leter of Marque zen ‘A. No, This Is sll considered part of a random event and not ‘ibject to cunning BIBLIOGRAPHY /SOURCES ‘Tere ate a remarkable numberof books onthe subject of prac. ‘The ones sted below were our main sources of information, Tn UrPeate ook ba massive work ene, A Oeneral ratory of he ‘chistes and rte of the mont nto ate Vota an arheh onic bow he engage i ied Sd pros oan wien 1725, butte Information marvelous tbe book appre to nave ten ite te sor of grcsome ser oe nly ccs With The mont informative wel as most uaed—general source was The Pate Tmetite book nT Seafarers” sain wrtenby Douglas Beiting 1978, you ee aa imerestes ines ane so maa toty ‘a I ext nell eta. and te rapes cic ae sr evelopment and rewte was Robert fchic's lpn Ruan he Wr gaat the Pat fared ira Pes 1806 Whe acing on Ki sia mn firma Sout pay sata prectces Rs ute we mon ‘Scterophon Booka put out sin of coloring” books whose we of ‘eration and deal lle hl prmise. Tha Prats ees May nl ana wonder stata Gregory ana ta arto it ee) ‘oped She sho In Frey The tet pure Deloe or some ely lasy—and lalate a we ages you tae ook ‘st Mowara ates Bok of Pirates Garper, an ongot te eo bat ta ‘tthe conury, Pe su maretulyevestve ist an these me te febing that ne shaped ow eta ortais a nan prates anes Tr ther etepnt wl nw font of ccrtlna wed scare {ai ead haf! Satins clan Captain Boo. Whe te rol Fm fee soe of he best and prety atl to the Doe Fyan was or {Shply te lee nner neat ae much fate ve Sabai, seme wrongfully has been ignored ass wero pap Hower ‘pias and her novels ae mec more nana they ate master Pieces of histor ton is The Sx Mao is le oad rates. Buccaneers ad Geen Aeterna acon Men Yor Iora}eass unt sours for kscnionifesal af tne pirates” The Pyrat by George Macbonald Fraser of “Tashan ame. (nes nop Mew Yorks 1969) sa wy on ever somewhat seco 4p ot i ur enix al fr yo expiant em We ‘lem he in oe nana yrs vee un at NSS ee ey Fito vor gems Yr fom ert be reper setae 17, RANDOM EVENTS [AL EARTHQUAKE: The player makes a Dre to determine {| sirore whieh has been destroyed by Earthquake (along Jost ith everyone and all stashed Net Worth In I) That ort may not be used 1B. PLAGUE: A Dr determines a Port struck by Plague. Each Governor Pirate or Rin that Portis Killed. Otherwise, there is ho eect. Plague fasts only one turn TR] C. SCURVY: Illness strikes all active Frates/KC sh 8 &'tranat Box plus any contotea bythe srawing player [tas] eurrenty at sea. Each ship affected suffers one polnt ‘of Combat damage representing crew loss ands marked with 2 cong mare with Sey aboard mut ubuact uo ‘applied each time the condition worsens due fo 3 new Random vent being arn C1. PERSONAL IMUURY: in addition, each ship affected must ‘make ae to determine I the Firat Captain/ NC himself IThevollsa "t'-heln siek and all f his Ratings are reduced by {no an his Crew Unrest marr lowered by one ashe were “rolls any Hostages on board (C2. DURATION: Everytime a new Random Event Is drawn, 2h ase wit Sry mae slers note Combat daria Follagain for the effect on the Pirate Captan/RC- An already ‘Sek’ wounded Pirate Captain Cuno rol" again les. There frend addtional penalties should the new Random Event result (C3. RECOVERY: Once n Port, aPirate/KC can return to health ‘ith 9 Reeover Operation which will remove hls Seurvy marker “nd return his personal ratings to thelr presiness state is ship “il requ Heit Operations to recover Its Combat rating. . STORMS AT SEA: The lst ship, sil n py, to perform an Operation of the drawing player ibe It Pirate. Ke. or Warship) feat the center of the storm. The effect Is Identical to that OF Storm i yp 1. LETTERS OF MARQUE: War in Eutope has in

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