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Ahoy: Treasure Pack

Expansion for Ahoy

Ahoy: Treasure Pack Rulebook

Table of Contents

Table of Contents

  • Setup
  • Cards
    • Ancient Malediction
    • Bountiful Booty
    • Cap'n Clay's Cannon
    • Cursed Map
    • Deal with Davy Jones
    • Deck of Fate
    • The Either Oars
    • Gambler's Dice
    • Ghostly Gang
    • Jar of Land & Sea
    • Mystic Hourglass
    • Spectral Sail
    • Stolen Chest

Setup

At the start of the game, players are given two cards and asked to pick one. Choose wisely though, as they can radically transform your plans! (Some of it may be cursed. Don't say we didn't warn you.)

(Source note: this sentence is the publisher's blurb from the BGG description of Ahoy: Treasure Pack. It does not appear on any card.)

Cards

Each card is listed with its printed rules text.

Ancient Malediction

Gain 4 Corruption tokens now. When you win a battle, you may also place 1 Corruption token on the defeated player's board. Repairing a Corruption token flips it over. Repairing a flipped Corruption token returns it to you.

Bountiful Booty

When an enemy would steal your gold, they gain gold from the supply instead.

Cap'n Clay's Cannon

As an action, you may damage a die slot on your player board to increase your Cannons die value by 3.

Cursed Map

At the start of your turn, you may damage your Tailwind or Dive slot to move a figure of yours to any space with Tailwind terrain.

Deal with Davy Jones

Once per turn, you may discard 1 Crew of yours to gain gold equal to its recruit cost. If it cost a die to recruit, gain 3 gold instead.

Deck of Fate

You may reroll any of your action dice now. Whenever you roll your action dice, you may reroll any of them once.

The Either Oars

Collect the region tile from the box and set it aside facedown. You may look at it. When you explore, after drawing a tile, you may choose to place your set-aside tile instead. If you do, set aside the drawn tile without revealing it.

Gambler's Dice

When you roll action dice, their values can trigger these effects, even multiple times.

Pair of 1s (Snake Eyes): Lose 1 Fame

2-of-a-Kind Except 1s: Gain 1 Fame

3-of-a-Kind Except 1s: Gain 2 Fame

4-of-a-Kind Except 1s: Gain 4 Fame

Ghostly Gang

Roll the Ghost die now and whenever you roll your action dice. On your first turn each round, you may place the Ghost die as your third die, except in undamageable die slots (such as Repair). When removing the Ghost die from a die slot, damage that slot.

Jar of Land & Sea

Gain 2 Sandbar and 2 Water tokens now. Once per turn, you may place or remove a Sandbar or Water token on a space edge of a region with your pieces (even Comrades). Sandbars are Sandbar terrain, and Water removes Sandbar terrain it covers.

Mystic Hourglass

Once per turn, you may spend 1 gold to flip any unplaced die (even an enemy's die).

Spectral Sail

When you move your Flagship, you may choose to ignore all terrain (even Gold) for that action. At the end of the game, lose 3 Fame.

Stolen Chest

Gain 2 extra gold now. At the end of the game, lose 5 Fame – 1 Fame for each gold you have. (So if you have 3 gold, lose 2 Fame.)