Professional Documents
Culture Documents
Windward Player Aid 1.3
Windward Player Aid 1.3
Windward Player Aid 1.3
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.
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.