RulesPal
Chat
Rulebook
Ahoy: Fang & Fortune thumbnail

Ahoy: Fang & Fortune

Expansion for Ahoy

Ahoy: Fang & Fortune Rulebook

Table of Contents

Table of Contents

  • The Leviathan
    • Components
    • Faction Setup
    • Faction Rules
      • Heads and Bodies
      • Speed and Fangs
      • Start-of-Turn Movement
      • Action Limits
    • End-of-Round Scoring
    • Standard Actions
    • Unique Actions
    • Appetite Card
    • Evolution Cards
    • Battle Victory
    • Change to Core Game
    • Appendix: Evolutions
  • The Coral Cap Pirates
    • Components
    • Faction Setup
    • Faction Rules
      • Frigates
      • Jobs
    • Standard Actions
    • Unique Actions
    • Battle Victory
    • Appendix: Frigates

The Leviathan

The Leviathan can be added to games with 3–4 players, replacing a Smuggler from the core game. With 4 players, you can include either the Coral Cap Pirates (page 8) or a Smuggler.

The Leviathan does not gain Fame from controlling regions like the Bluefin Squadron or Mollusk Union. Instead, it gains Fame at the end of the round by having a large chain of connected Heads and Bodies (page 5). It also gains Fame at the end of the game by having many Evolutions (page 6).

Components

  • 1 Player Board
  • 1 Speed & Fangs Tile

Figures:

  • 4 Head Figures
  • 12 Body Figures

Dice:

  • 4 Action Dice

Action dice are referred to simply as "dice" in the rules.

Cards:

  • 6 Evolution Cards
  • 6 Appetite Cards
  • 1 Stronghold Aid Card

The Stronghold aid card is a replacement card for the Bluefin Squadron from the core game, so their Strongholds work with the Leviathan.

Tokens & Markers:

  • 2 Tracker Cubes
  • 1 Fame Marker

Faction Setup

Your faction replaces one Smuggler from the core game. With 4 players, determine at random whether you sit in the 2nd or 4th seat in turn order.

  1. Roll Action Dice. Roll the 4 action dice of your color.
  2. Take Gold. Take 1 gold token.
  3. Set Up Leviathan. This replaces a Set Up Smuggler step. A. Take your 4 Head figures and 12 Body figures. B. Shuffle the Appetite deck and flip 1 Appetite card face up. Shuffle the Evolution deck and draw 2 Evolution cards into your hand. C. On your Speed & Fangs tile, place a tracker cube on the leftmost spaces of its Speed and Fangs tracks. D. Place 1 Head figure on any space on the map except an Island. E. Place 2 Body figures in the Ready Bodies section of your player board.

Faction Rules

Heads and Bodies

You have two types of figures: Heads and Bodies.

Your Heads are Flagships with a different name. Treat them exactly the same.

You can only have 1 Head or 1 Body in a space. You cannot place or move a Head into a space with a Body or Head.

When a Body takes damage, return it to your supply, not your Ready Bodies.

Speed and Fangs

Your current Speed and Fangs values are shown by the tracks on your Speed & Fangs tile.

  • Speed: At the start of your turn, you must move your Heads based on your Speed, as described later on this page.
  • Fangs: In any battle involving your Head, add your Fangs value to your battle roll. Also, your Fangs value increases your number of Battle Victory results (page 6).

You can increase your Speed and Fangs with your Feast, Grow, and Devour actions.

Start-of-Turn Movement

At the start of your turn, you must move your Heads a total number of spaces equal to your Speed, placing 1 Ready Body into each space you move out of.

You can still move even if you don't have Ready Bodies. If a Head explores or battles, it stops moving and cannot move more during this step.

Example: You have 2 Heads and 2 Speed. You move a single Head twice, even though you could have moved each Head once. You place 1 Body in the first space your Head moved from. You have no more Ready Bodies, so you don't place a Body after the second move.

Action Limits

You cannot recruit Crew (except with your Symbiotic Evolution card).

You do not have a Cannons action. Because you cannot load Cannons, moving into an enemy causes a battle only if the enemy has loaded Cannons. Otherwise, you can use your Strike action to battle.

End-of-Round Scoring

At the end of a round, you gain 1 Fame for each Leviathan figure in the longest chain of adjacent Leviathan figures.

"Adjacent" means spaces sharing a full edge, not touching diagonally.

Example: The longest chain of adjacent spaces you can trace has 2 Heads and 2 Bodies, so you gain 4 Fame. Even though this chain has an extra branch with 1 Body, you cannot trace backward to count it.

Standard Actions

  • Slink: Move a Head 1 or 2 spaces. This is a standard Sail with a different name. Unlike your start-of-turn movement, Slink does not place Bodies.
  • Dive: Move 1 Head directly to a space with the placed die in the corner. End your turn. This is a standard Tailwind with a different name, but it ends your turn. If you Dive as your first action this turn, you will take a third turn later in this round.
  • Heal: Remove up to 2 damage tokens from your die slots. This is a standard Repair with a different name.

Unique Actions

  • Strike: Choose a Head. Battle one figure a number of spaces away from it exactly equal to the placed die value. If you lose, the defender does not get Battle Victory results. Remember to add your Fangs to your battle roll. You may Strike over Sandbars, but not into Fog. Unlike most battles, Strike does not battle every figure in the space.
  • Feast: Discard 1 Crew from the Market whose suit matches an Island adjacent to a Head. Gain the reward shown on your Appetite card (page 6) for that Island suit.
  • Grow: Any number of times, advance your Speed or Fangs by spending the gold shown on the track space you are advancing to. You can advance both Speed and Fangs in the same action, as long as you pay the gold.
  • Devour: Remove 2 Comrades from an Island adjacent to a Head. Advance your Speed or Fangs once, ignoring the gold cost on the track.

Appetite Card

When you Feast, your current Appetite card shows what reward you gain for discarding Crew of different suits.

Some rewards increase a region's wealth die. For this, increase the wealth die in the region with the Head used to Feast, even if it's in a different region from the Island you Feasted from.

These are the possible rewards:

  • Advance Speed or Fangs: Advance your Speed or Fangs once, ignoring the gold cost on the track.
  • Grow Body: Gain 2 Ready Bodies. Increase wealth die.
  • Grow Head: Place a Head from your supply in a space on the map adjacent to a Body. Increase wealth die. (You still can't place in a space with a Head or Body.)
  • Evolve (x2): Play an Evolution card from your hand, then draw an Evolution card. Gain 1 Ready Body. Increase wealth die.
  • Spread Terror: Gain 2 gold. Gain 1 Ready Body. Discard the Market except for the card that was just drawn to refill the card discarded from Feast.

Evolution Cards

At all times, you will hold 2 Evolution cards in your hand.

When you Feast, some Appetite rewards let you play an Evolution card from your hand, placing it near your player board and giving you the Evolution's ability.

At the end of the game, you gain Fame based on how many Evolution cards you played: 1, 3, 5, or 8 Fame for 1, 2, 3, or 4 cards, respectively.

You do not gain extra Fame if you have more than 4 Evolution cards.

Battle Victory

When you win a battle, deal 1 damage. Also, choose a number of extra, unique Battle Victory results equal to your Fangs:

  • Deal 1 damage.
  • Gain 1 Fame.
  • Gain 1 Ready Body.
  • Steal 1 gold from the defeated player.

You cannot choose the same Battle Victory result multiple times.

Change to Core Game

One change to the core game is necessary to make it compatible with this expansion.

The Bluefin Squadron's Strongholds have a reworded Island Dominance rule: "You can recruit Crew from Islands with Strongholds as if your Flagship were there. Enemies cannot take cards from the Market or deliver Cargo by using Islands with Strongholds."

This rule mostly works the same as before, but it now restricts the Leviathan from using Feast from spaces adjacent to an Island with a Stronghold. Here are a few cases where this new wording could be confusing or change interactions:

  • As the Mollusk Union, if you play the plan card Enlist, you cannot choose an Island with a Stronghold anymore, regardless of where your Flagship is.
  • As a Smuggler, while your Flagship is at an Island with a Stronghold, you cannot gain Crew from Negotiate.

Appendix: Evolutions

  • Caustic Spray: When you Strike, you may battle all enemy figures in the target space.
  • Developed Brain: This is a new action. Place any die. Take any one action on your player board, ignoring its die restrictions. (This lets you Strike at greater distances and Dive to more Tailwind spaces.)
  • Massive: Players cannot move directly to spaces with your Head or Body. (This stops the Tailwind action and anything else that says "move directly.")
  • Nimble: This is a new action. You may place any die here to directly move 1 Head a number of spaces away up to the placed die value. (This direct move works like a Tailwind action. You still cannot move into a space with a Head or Body.)
  • Spiked: When a Flagship moves into a space with a Head or Body, it must take 1 damage.
  • Symbiotic: Gain the Crew card you just discarded with Feast as Crew. (This is the only way to get Crew.)

The Coral Cap Pirates

The Coral Cap Pirates can be added to games with 3–4 players, replacing a Smuggler from the core game. With 4 players, you can include either the Leviathan (page 2) or a Smuggler.

The Coral Cap Pirates do not gain Fame from controlling regions like the Bluefin Squadron or Mollusk Union. Instead, they gain Fame by placing Frigates on the map, filling the Frigates' Jobs with Crew, and using the Frigates' special actions.

Components

  • 1 Player Board
  • 1 Bag

Figures:

  • 1 Flagship Figure
  • 6 Frigate Figures (one for each suit)

Dice:

  • 4 Action Dice

Action dice are referred to simply as "dice" in the rules.

Cards:

  • 6 Frigate Cards

Tokens & Markers:

  • 1 Fame Marker
  • 10 Job Tokens

Faction Setup

Your faction replaces one Smuggler from the core game. With 4 players, determine at random whether you sit in the 2nd or 4th seat in turn order.

  1. Roll Action Dice. Roll the 4 action dice of your color.
  2. Take Gold. Take 1 gold token.
  3. Set Up Coral Cap Pirates. This replaces a Set Up Smuggler step. A. Collect your 6 Frigate figures and 6 Frigate cards. B. Collect and shuffle your 10 Job tokens facedown. (You can hold them in the included bag. You cannot look at them.) C. Place your Flagship figure on any space except an Island.

Faction Rules

Frigates

As an action, while your Flagship is at an Island, you may outfit a Frigate figure that is not on the map:

  1. Recruit a Crew from the Market whose suit matches the Frigate. Place the Crew card next to the matching Frigate card. This Crew is now the Frigate's Captain.
  2. Gain Fame equal to the Captain's recruit cost in gold. If its recruit cost was placing a die rather than spending gold, gain 3 Fame instead.
  3. Place the matching Frigate figure in any space in your Flagship's region.
  4. Increase the wealth die of your Flagship's region.
  5. Draw a card to refill the Market unless the market deck is empty.

Example: Your Flagship is at a Skull Island, and the Gunner's Mate is in the Market. You recruit the Gunner's Mate to outfit the Specter. It cost 1 gold to recruit, so you gain 1 Fame. You place the Specter in your Flagship's region and increase the region's wealth die once.

Moving: You can move Frigates with Parade, Full Sail, Tailwind, and Relocate.

Damage: When a Frigate takes a damage, the damage token is placed in an empty Job slot on its Frigate card (page 10).

Captain Ability: The ability of the Frigate's Captain works normally with one change: any mention of "your Flagship" instead says "this Frigate." If you use a Captain ability that returns its card to the box, such as Ghastly Gust, its Frigate remains on the map and you can keep using it as normal.

Jobs

As an action, while a Frigate is anchored at an Island, you may fill a Job on the Frigate:

  1. Choose an empty Job slot on that Frigate. Discard a Crew card of the Job's suit from the Market.
  2. Draw a random Job token. Place it facedown in that Job slot. You may look at it.
  3. If you fill the center Job, increase the wealth die in your Flagship's region by 1. If you fill the right Job, increase it by 2.

At the end of the game, reveal all of your job tokens and gain their listed Fame.

Unlike outfitting a Frigate, you don't need to pay the Crew's recruit cost to fill a Job. Damaged Job slots cannot be filled with Job tokens.

Standard Actions

  • Tailwind: Place any die. You may Tailwind your Flagship or a Frigate (core rulebook, page 10).
  • Cannons: Place any die. You now have loaded Cannons (core rulebook, page 10).
  • Repair: Place any die. Remove up to 2 damage from any of your die slots or Job slots.

Unique Actions

  • Parade: Place a "1," "2," or "3" die. Move 1 to X figures of yours, each 1 or 2 spaces. X is the placed die value. You must finish all Parade moves before you outfit Frigates or fill Jobs on them.
  • Full Sail: Place any die. Move your Flagship or a Frigate a number of spaces from 1 up to the value of the placed die.
  • Relocate: Place any die. Swap 2 figures of yours on the map, moving each directly to the other's space. Relocate triggers Wreckage, battles, and Frigate abilities that trigger after moving.
  • Rob: While your Flagship is at an Island, discard 1 Crew card from the Market to gain gold equal to its recruit cost in gold. If it cost a die, gain 3 gold.

Battle Victory

When you win a battle, you may choose one of the following options:

  • Deal 1 damage and steal 2 gold from the defeated player.
  • If your Full Sail action caused this battle, deal 1 damage and continue your Full Sail immediately, ignoring all other battles in this space. (For example, if you placed a "5" die and moved 2 spaces already, you could move up to 3 more spaces. This can start extra battles, and you can choose this option again if you win another battle!)

Appendix: Frigates

Many Frigate abilities trigger "after moving," which means after an action that moves the Frigate at least 1 space, such as Parade, Full Sail, Tailwind, or Relocate.

  • The Arbiter: At the end of the round, after scoring, if the Arbiter's region is controlled by the player who has the most Fame (even if tied), you gain 2 Fame + 1 Fame for each filled Arbiter Job.
  • The Banquet: After moving, the Banquet may repair 1 damage from all other figures (including enemies) in its region. If it repairs any damage, you gain 1 Fame + 1 Fame for each filled Banquet Job.
  • The Luxury: At the end of the round, if the Luxury is in a region with an enemy Flagship, you gain 1 Fame for each gold you have, up to a maximum of 2 Fame + 1 Fame for each filled Luxury Job.
  • The Mercenary: After moving, if the player with the most Fame (even if tied) controls the Mercenary's region, you may do this effect...
    • If the Blue faction controls it, remove 1 Patrol from the region to gain 1 Fame.
    • If the Yellow faction controls it, remove 1 Comrade from its Island to gain 1 Fame.
    • If the Blue and Yellow factions are tied for Fame, you may do either effect.
    • The Blue factions are currently the Bluefin Squadron and Blackfish Brigade. The Yellow factions are currently the Mollusk Union and Shellfire Rebellion.
  • The Specter: In battle, when you turn your die on Cannons to lower its value, add double the change in value to your battle die roll. Whenever the Specter wins a battle, you gain 1 Fame + 1 Fame for each filled Specter Job.
  • The Wayfinder: At the start of your turn, you may move your Flagship or another Frigate directly to the Wayfinder's space. (This works like Tailwind.)