Windward Player Aid 1.3

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PLAYER AID v.1.

3
1
WIND: DO NOT spend Speed to
MOVE SHIP move any number of spaces in the
Each Ship has 4 Speed to spend each turn.You may spend Speed to doing any of the following: direction of the Wind. CANNOT
• Move from one space to another adjacent space on Celus. move any number of spaces directly
• Move from the Trading Post to any space adjacent to the Trading Post, or vice-versa. Not into the Wind (i.e. opposite to the
affected by Wind direction. Wind direction).
• Travel Around the Planet using an “Around the World” space.
• If your Ship is on a Zephyr space, move to any other Zephyr space on Celus.
NOTE: If, at any time during your turn, your Ship enters a space occupied by an alive Red Crester,
White Crester or another Ship, your Ship MUST initiate a Battle.
USE A SUPPLY CARD
During your Turn, you may freely play Supply Cards.
• Coffee Take one additional Give Order action for each Coffee Card played this Turn. CANNOT
repeat any Orders that are currently covered by a Mate Mini or Coffee Token.
• BaitYou may place a Grey Crester from the Stockpile onto any unoccupied Feeding Ground space of your choice.
• DeadweightYou CANNOT take the Drop Longboat action and/or end your Turn while your Ship is on a Drift space.
• False Flag Played once a Battle has been initiated, but before any dice are rolled. The Attacker is moved back into their previous space.
The Attacker may not initiate a Battle with the player who played the Card this Turn.

SPEND GAS MOVE LONGBOATS


• Fill 1 Cannon (1 Gas) May move one Longboat one space for each Longboat Speed.
• Hire Crew Mate (2 Gas) • You cannot drop/move two of your Longboats onto the same space.
• Rum (1 Gas): +1 Morale • When your Longboat enters a space occupied by a Grey Crester/
• +1 Notoriety (2 Gas) another Longboat, you initiate a Battle.
• 3 Supply Cards (1 Gas): take 3 cards up to your max • If your Longboat and a Defeated Grey Crester are in the same space,
hand your Longboat tows the Defeated Grey Crester, and cannot be picked
COLLECT REWARDS up by another player’s Ship. The Defeated Grey Crester moves along
Any time you move your Ship to the Trading Post and with your Longboat until it is either defeated or picked up by your Ship.
you have one or more Crester teeth in your Cargo • A Longboat towing a Crester CANNOT enter a space with an Alive/
Hold, you: Defeated Grey Crester.
• Return all Crester teeth to the Stockpile. • May NOT enter the Trading Post at any time.
• Increase your Notoriety. • Longboat Speed is held between turns. It does not reset every turn.
Each Grey Crester Tooth: 3. PICK UP
Each Red Crester Tooth: 4. You may pick up, at no cost, any of the following when your Ship is on the
GIVE ORDERS (using Mates ) same space as: your Longboat; a Defeated Crester, and/or any Cargo.
• Take X Supplies Take (X) Cards from any Supply GIVE ORDERS (using Mates )
stack, one at a time, until you either: • Drop Longboat Place a Longboat on the same space occupied by your
1. reach the number of supplies listed on the Ship, but may not do so if there’s an Alive Grey Crester there.Your
Order (see Spend Gas). Longboat may remain At Sky until it is either defeated in Battle or
2. reach your Hand Limit picked up by your Ship.
(Normal: 5 | Purser: +1) • +X Longboat Speed Increase your Longboat Speed by the value
• +X Morale Increase your Morale by the number specified on the Order. Cannot exceed the maximum value (8).
specified on the Order (see Spend Gas). Cannot • +1 Ship Speed +1 to your Ship Speed for this Turn.
exceed the maximum value (4). • Process Crester Process a Crester in your Cargo Hold:
• Fill Cannon Place one Cannon Token on a Cannon 1. Return the Crester to the Stockpile beside Celus.
Slot on your Ship Status Board. If all slots are filled 2. Take 1 Crester Tooth of the same colour as the processed Crester
you cannot give this order.
and add it to your Cargo Hold.
• Hire Crew Add the appropriate Crew Tile to an
3. Place Gas Tokens equal to your current Morale value in the Gas
unoccupied Crew Slot on your Ship Status Board.
Storage section of your Ship Status Board. If you do not have
Once hired, you CANNOT change or remove Crew.
enough Slots remaining in your Gas Storage section, return excess
Tokens to the Stockpile.
2
Return any used Tokens to the Stockpile. Move both of your Mate Minis to the appropriate Rest space on your Ship Status Board.
1. Increase your Morale by the number specified on 1. You MUST either discard 1 Supply Card (do not resolve) OR -1 Morale. If
your Rest space. Morale is less than 1 or cannot discard Supply Card, then see Ship Lost.
2. If a Red Crester is present in your Territory, and you did not Battle it
3 this Turn, move it 3 spaces (ignoring Wind direction) towards your Ship.
Once play returns to the First Player, a new round (Small planet board: move 2 spaces). Red Cresters CANNOT leave their
begins. The first player rolls the Wind Die and sets present territory when moving towards your Ship and:
the Wind direction for the start of the next Round. • Will end movement if it is no longer able to move towards your Ship.
Roll the Wind Die again if the Wind direction is the • Will NOT attack/move through spaces occupied by other player’s
same as the current Wind direction. The first player Ships.
now takes their turn. • Will initiate a Battle if it lands on a space occupied by your Ship.
3. If your Ship is still At Sky after Red Crester moves, +1 to your Notoriety.
A BATTLE IS INITIATED WHEN
• A player’s Ship moves (even from the Trading Post) into a space occupied by another player’s Ship,
or an alive Red or White Crester;
• A Longboat moves into a space occupied by another player’s Longboat, or an alive Grey Crester; Always
• Vice-versa for any of the situations specified above. spawn Grey
BATTLE STEPS: Cresters here.
1. Each player calculates their total strength. Base strengths are
Ship: 2 | Longboat: 1 | Grey Crester: 1 | Red Crester: 5 Initial
2. If the Attacker or Defender is a Crester, the player to the right of the player engaged in Battle shall spawning
roll for the Crester. This player cannot play tokens or cards on behalf of the Crester. space at
3. If the Attacker is a player’s Ship, then they may spend Cannon Tokens. +1 Strength for each Token beginning of
spent. Then roll a number of Battle Dice equal to their Strength and count the number of Hits. game.
4. If the Defender is a player’s Ship, then they may spend Cannon Tokens. +1 Strength for each Token
spent. Then roll a number of Battle Dice equal to their Strength and count the number of Hits. Ships,
5. The Attacking player now may play Supply Cards and/or “+2 Hit” Tokens and add the value to their Longboats
roll result. Cresters never do this. and Cresters
6. The Defending player may now play Supply Cards and/or “+2 Hit” Tokens and add the value to their may not
roll result. Cresters never do this. normally
7. The Party with the highest total number of Hits is the winner of the Battle. move onto
8. In a tie, the Attacker moves back to their previous space. If the Attacker is a Ship or a Longboat, the or through
a space
attacking player places a “+2 Hits” Token into their Ship’s Cargo Hold.
with Drift.
NOTE: If the Attacking Ship moved from theTrading Post to an adjacent space to initiate the Battle, and is (Ships may
required to move back to their previous space, then the Ship moves back to theTrading Post. pass using a
The Attacker may continue their turn, but CANNOT initiate the same Battle again this Turn. Deadweight
Card.)
BATTLE RESULT
If the losing Party is a: A Ship may
Ship Reduce the Ship’s Morale by the difference between the total number of Hits. If the Status Tracker freely pick the
moves off the Morale track, then see Ship Lost. If the Ship has 1+ Morale remaining, collect a “+2 Hits” GasTokens up
Token and place it in the Ship’s Cargo Hold. The Attacker moves back to their previous space. and put them
Longboat Place the Longboat back onto its corresponding player’s Ship Status Board. If the Longboat into their Gas
was towing a Defeated Grey Crester, the Crester remains in the space from which the Longboat was Storage. Do
removed. Collect a “+2 Hits” Token and place it in the corresponding Ship’s Cargo Hold. not respawn
Grey Crester If there is a Longboat on the same space as the Defeated Grey Crester, it is now being tokens.
Towed, and may not be picked up by another player’s Ship.
IMPORTANT! If the number of Alive Grey Cresters is two less than the number of players, the current Ships may
player rolls the Wind Die. Place a new Grey Crester on the Feeding Ground space of the specifiedTerritory. travel from
If there are no Grey Cresters in the Stockpile, skip this step. If the Feeding Ground is already occupied by one Zephyr
another Grey Crester or a Longboat, roll the Wind Die again, until a Grey Crester has been placed on the to another.
map. Repeat this until there is one less than the number of players. Cost: 1 Speed.
Longboats
Red Crester: Place it in the Cargo Hold of the winning player’s Ship. If the Cargo Hold already contains
and Cresters
a Crester, place it back on the same space on the map. If there is a Red Crester in the Stockpile, the may not
winning player MUST place a Red Crester from the Stockpile on any unoccupied space in their Ship’s travel using
current Territory. Zephyrs.

Ships may
ENDING THE GAME SHIP LOST move from
For Head-to-Head and Free-for-All 1. If Lost due to a lack of Supply Cards, or by one corner to
Games. losing a Battle against a Crester, drop ALL the opposite
corner of the
End Game Trigger Cargo from the Cargo Hold into the current
map (see
When a player reaches the final space occupied by the Ship. Do not drop Gas or
Diagram).
space on the notoriety track (15 cannons. Cost: 1 Speed.
or greater), this turn will be that 2. If Lost by losing a Battle against another Not affected
player’s final turn. Each other Ship, the winner collects any Crester, and half by the Wind
player takes one final turn. If the (rounded-up) of the remaining Cargo from direction.
notoriety track counter goes the losing player’s Cargo Hold and transfers Longboats
beyond 15, start counting the extra them to their own Ship. The remaining cargo and Cresters
points by beginning again at the remains in the losing player’s ship. Teeth in the may not use
start of the notoriety track with a losing player’s cargo hold are exchanged for this to travel.
count of 16. Notoriety at the beginning of their next turn.
3. If the winner already has a Defeated Crester in
Win Condition
their Cargo Hold, then the Defeated Crester is
The player with the most Notoriety
dropped into the space occupied by the losing
at the end of the final round is the
player’s Ship.
winner. If two players have equal
4. Set Morale to 1.
Notoriety, play another round.
5. Place the Lost Ship in the At Port Slot of the
Any player is still eligible to win.
Ship Status Board.
Continue playing rounds until one
6. Place a “+2 Hits” Token in the losing player’s
player has the highest Notoriety.
Cargo Hold.
7. If it was the losing player’s current Turn, then
their Turn ends immediately and the player
does not gain the benefits of the Rest action
this Turn.

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