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Captains' War

Captains' War Rulebook

Table of Contents

Table of Contents

  • Object of the Game
  • Game Contents
  • Resources and Dice
  • Setup
    • Game Sheet
  • End of the Game
  • Game Turn
    • What the Dice Are For
  • 1) Loot Phase
    • Loot Die Faces
  • 2) Command Phase
    • 2a) Progress Through Acquisition
    • 2b) Recruiting Pirates
    • Command Bonus
  • Specificities of the Tracks
  • 3) Boarding Phase
    • No Mercy!
    • No Victory for Cowards?
    • Grappling Hook
  • 4) End of the Turn
  • Before the End of the Game
  • Naval Battle
    • War Bonus
  • Who Is the Most Renowned Captain?
  • Example of a Game Turn
  • The Duel (1 to 2 Players)
  • Solo Game Mode
    • Apply the Following Changes to the Rules
    • How to Play in Solo Mode
    • Boarding Battles (Solo)
    • Legendary Captains
    • Legendary Captain Cards
    • Game Turn (Solo)
    • End of the Game (Solo)
  • Source Notes

Object of the Game

You play pirate captains on a quest for Reputation! During the game, build up a strong reputation before facing off in an ultimate naval Battle. You will do so by accumulating resources and gold, you will adorn yourself with attributes worthy of a legend of the seven seas, you will acquire a strong ship to attack and weaken your rivals before the Naval Battle.

At the end of the game, the most renowned pirate will be declared winner!

Game Contents

  • 6 dice
  • 2 pads of 50 game sheets
  • 1 pack of cards to be opened only when you feel the call for adventure
  • 2 sealed envelopes with a mysterious content to be opened when the cards in the pack ask you to
  • A bag to put the dice away
  • A rulebook with the rules for 2-player and solo games
  • This rulebook

Resources and Dice

The game uses the following symbols.

  • Gold Pieces (GP): gold coins. Gold is used to buy Resources, recruit Pirates, and is stolen or won in boarding battles.
  • Resources: four kinds, listed in the chest on the game sheet in decreasing order of need for acquisitions. Pearls are highest in demand; barrels are lowest.
    1. Pearl
    2. Wood
    3. Gem
    4. Barrel
  • Joker: the equivalent of a single Resource of your choice.
  • Pirates: weapons tagged with a Strength value from 1 to 6. Strength 1 is a fist, Strength 2 a cutlass, Strength 3 crossed sabers, Strength 4 a pistol, Strength 5 a bomb, Strength 6 a cannon.

The six dice are: 1 yellow die (Gold), 3 blue dice (Resources), 1 red die (Tracks), and 1 black die (Pirates).

Setup

Give 1 game sheet and 1 pen (not included) to each player, then place 6 dice at the center of the table within reach of everyone.

Who starts? The player who last got on a boat is the active player for the first turn.

Each of you begins the game with at least 3 Gold Pieces (GP) and 3 Pirates (1 has Strength 1, 1 has Strength 2 and 1 has Strength 3), as already circled on your sheet.

In 4-5-or-6-player games, complete with the following: the 4th player circles an additional 1 GP upon setup, the 5th player circles 2 additional GP and the 6th player circles 3 additional GP.

Game Sheet

The printed game sheet has the following parts.

  • Chest containing the Resources (pearls, wood, gems and barrels).
  • The Gold Pieces (GP): a column of coins at the left edge, and a row of coins along the bottom edge. Circle them in order as you gain Gold.
  • Strength of the Pirates for each line: Strength 1 to 6, each with a line of Pirates to circle, and the Gold cost to recruit each one written to its left.
  • Pirate crew: the Pirates available for recruitment (see pages 8 and 10 of the 3 to 6 player rules).
  • Total of the circled but not filled in Strengths for the endgame Naval Battle (see Naval Battle).
  • Attributes: the four Pirate Attributes, each with its Resource cost and its Reputation points (RP), and the Attribute track.
  • Boats: the four boats, each with its Resource cost and RP, and the Boat track.
  • Captain name and ship name: write the name of your Captain and of your future ship.
  • Command bonus flags for 4 acquired Attributes and for 4 acquired Boats.
  • Boarding chart: the place to write the Strengths of the attacker and of the defender, the name of the opponent, the circles to circle if you are the attacker or the defender, the grappling hook to circle when you are attacked, and the Boarding Bonus icons.
  • Bonus for boarding battles and the (see Specificities of the Tracks).

End of the Game

At the end of each turn, the active player changes (clockwise).

The game continues turn after turn until one of the players reaches one of the end of game conditions:

  • 1 player has participated in 5 boarding battles.
  • A player obtains a second command bonus.
  • 1 player circles the last GP on their sheet.

Game Turn

A game turn is composed of the following 3 phases, in that order.

  1. Loot phase (see page 7 of the 3 to 6 player rules)
  2. Command phase (see page 7)
  3. Boarding phase (see page 10)

What the Dice Are For

  • Gold and Resources: the yellow die gives Gold, and the blue dice give Resources. The circled Gold, Resources and Pirates are available to carry out acquisitions or boarding battles against one opponent. If you decide to use Gold and/or Resources to carry out an acquisition or to recruit Pirates, fill in those same circles.
  • Track: the red die enables you to fill in up to 2 red circles on one of the tracks represented on the right of the game sheet. You must go through each step one by one from top to bottom. You may not skip any of the red circles on either of the tracks.
  • Pirates: with the black die you can recruit Pirates for free by circling them on your game sheet. Any Pirate participating in a boarding battle in phase 3, whether as attacker or defender, will have its circle filled in.
  • Gold purchase: with 3 GP you can buy any Resource. Once you have picked your 2 dice, you can fill in 3 GP to purchase 1 Resource, at any time and as many times as you want, circling the Resource of your choice.

1) Loot Phase

The active player rolls the 6 dice, then sets one aside: no other player will be able to select that loot result.

Then, all the players choose 2 loot results among the dice rolls: the active player chooses among any of the 6 dice, while the other players are forbidden the die that the active player set aside. Any of the 5 dice not set aside can be picked by more than one player.

Each of you then fills in the red circles (if you picked the result of the red die) or circles the elements indicated on the dice that you picked (Gold for the yellow die, various Resources for the blue dice, Pirates for the black die).

Loot Die Faces

Yellow die (Gold): the face value is the number of GP gained.

FaceGain
11 GP
22 GP
33 GP
44 GP
55 GP
66 GP

Blue dice (Resources): each blue die has the same faces: one Pearl, one Wood, one Gem, one Barrel, one Joker, and a double of one Resource. The three blue dice differ only in their double face: one shows 2 Barrels, one shows 2 Wood, and one shows 2 Gems.

FaceGain
Pearl1 Pearl
Wood1 Wood
Gem1 Gem
Barrel1 Barrel
Joker1 Resource of your choice (Barrel or Wood, or Pearl or Gem)
Double face2 of that Resource (2 Barrels, 2 Wood, or 2 Gems, depending on the die)

Black die (Pirates): each face gives one Pirate of the matching Strength, which you circle on your sheet.

FacePirate
FistStrength 1
CutlassStrength 2
Crossed sabersStrength 3
PistolStrength 4
BombStrength 5
CannonStrength 6

Red die (Tracks): the red die has three skull faces and three anchor faces, each showing 2. A skull result fills in up to 2 red circles on the Attribute track; an anchor result fills in up to 2 red circles on the Boat track.

2) Command Phase

During this phase, every player can buy Resources, carry out 1 acquisition and use Gold to recruit Pirates.

2a) Progress Through Acquisition

Attributes and boats are ordered from top to bottom and must be acquired in that order. For example, you need to acquire a parrot before purchasing a captain's hat, or a raft before a real ship.

Each player may carry out only 1 acquisition among the following:

  • Adorn yourself with Pirate Attributes.
  • Change boats.

In order to do so, fill in the necessary Resources in your possession (in other words, previously circled), then fill in the flag for that acquisition.

Reminder: at any time, you can pay 3 GP to acquire the Resource of your choice. It may enable you to carry out an acquisition.

Each acquisition costs Resources and earns you Reputation points (RP).

Attributes (in order):

AttributeResources to spendRP
Parrot1 Pearl, 1 Wood, 1 Joker2
Captain's hat1 Pearl, 1 Gem, 1 Barrel3
Hook1 Pearl, 1 Wood, 1 Gem, 1 Barrel6
Boots2 Pearl, 1 Wood, 1 Gem, 1 Barrel8

Boats (in order):

BoatResources to spendRP
Raft1 Wood, 1 Barrel, 1 Gem1
Rowing boat1 Pearl, 1 Wood, 1 Joker4
Sailing ship1 Pearl, 1 Wood, 2 Gems5
Galleon2 Pearl, 1 Wood, 1 Barrel7

Example: in order to acquire a raft, you need to spend the following Resources: 1 Wood, 1 Barrel, 1 Gem. You fill in that boat's circle, after filling in these Resources on your sheet. You immediately gain 1 RP.

2b) Recruiting Pirates

Recruitable Pirates are represented on the game sheets by a weapon and are tagged with a value from 1 to 6 called "Strength". Their recruitment cost is indicated to their left.

StrengthRecruitment cost
12 GP
23 GP
34 GP
45 GP
56 GP
67 GP

Every player who wishes to can now spend their GP to recruit Pirates.

For each Pirate you wish to recruit, fill in the required GP you own and circle the icon of the appropriate Pirate, starting with the leftmost available one on its line.

Command Bonus

The first player to fill in 4 acquisitions of the same kind (either Attributes or Boat) immediately scores a 6 RP bonus, writes them down on their game sheet, then scratches out the second lower bonus. The other players scratch out the higher bonus. They can however win the lower bonus if they obtain the same 4 acquisitions before the end of the game. While the 6 RP bonus can only be won by one player, the second bonus can be won by all the other players.

All players must wait until all have finished resolving this phase before announcing whether they complete the levels on one of the two command acquisitions. When several players obtain the same first command bonus (Attributes or Boat), they each win 6 RP.

Specificities of the Tracks

The red circle tracks hold two kinds of marks: locks and gains.

  • The locks indicate impassable positions. As long as the facing acquisition has not been filled in during phase 2, you cannot mark off any more circles down the track. For example, you cannot fill in the 4th red circle of the boat track if you haven't purchased a raft first.
  • There are different kinds of gains: Resources (pearl, wood, gem, barrel), gold, Pirates, or a Boarding Bonus. Once you fill in a red circle with a gain attached, circle that gain on the game sheet, as you would have for a loot die in phase 1.

The gains are printed beside the circles on the printed sheet: gold, Pirates, Resources, and the two Boarding Bonuses (a +1 attack bonus and a +1 defense bonus on the Boat track). Circle each gain as you fill its red circle.

Example: Marie fills in the 3rd and 4th red circles on the Attributes track. She gains 3 GP and 1 Strength 3 Pirate, all of which she circles on her sheet. She then circles the 3 GP and the Strength 3 Pirate in their respective sections.

  • Attribute track: at the end of the game, the player who filled in the most circles on this track wins 12 RP, the second 7 RP and the third 3 RP. The others win no RP. Tied players win the same number of RP. Please note: a player who filled in no circle wins no RP, even at 3rd place.

Example: at the end of the game, 4 players have respectively filled in 8, 6, 6 and 1 circles on their Attribute tracks. The first (8) therefore wins 12 RP, the next two (6 and 6) both win 7 RP and the last one (1) 3 RP.

  • Boat track: at the end of the game, each player wins as many RP as the first circle that is still visible on this track.

Example: David fills in 6 Boat circles: he wins 6 RP. Whatever happens, from now on he receives a +1 bonus when attacking during boarding battles. He circles that bonus at the top of his boarding chart.

3) Boarding Phase

When all the players have finished recruiting, the active player, and no other, can attack an opponent.

As the active player, when you attack an opponent, circle the attacker symbol (the pirate with a sword, "Circle if you are the attacker") while the defender circles the defender symbol (the shield, "Circle if you are the defender") on the first available boarding line. Both write down the name of the other on the dotted line.

  • Secretly choose from 1 to 3 Pirates from the ones circled on your sheet and secretly copy their Strengths inside the circles on the left side of the boarding chart (hide with your other hand).
  • Simultaneously, the defending opponent does the same inside the circles on the right.
  • Contrary to you who needs to attack with at least 1 Pirate, your opponent can choose to assign no defending Pirate during the boarding battle.

Once you both have made your choices, simultaneously reveal them by removing your hands from the sheets. The player totalling the highest Strength wins, and chooses a reward:

  • Steal 5 GP in priority from the opponent who fills them in. If the defeated player does not have 5 GP, as many as possible are filled in and the winner still wins 5 GP. The loser gains nothing.

    Example: Mary attacks Sebastian. She wins and chooses the 5 GP reward. Sebastian has only 2. He fills in their circles. Mary still circles 5 GP.

  • Fill 2 red circles on one chosen track (provided no lock blocks this progress). The loser gets nothing.

In case of a tie, the defender wins, unless one of the participants has become Arms Master during the adventure (see cards).

Then both of you fill in the circled Pirates that you used. They are no longer part of the crew.

No Mercy!

When you fill in the red circle on this gain's track, you gain a permanent +1 in Strength. This bonus is added to the total Strength of the Pirates you commit to a boarding attack. This bonus allows you to attack with no Pirate. In which case, your attack Strength is 1.

When the red circle on the track associated with this gain is filled, the player gains a permanent +1 defense bonus. This bonus is added to the total of the Strength of the Pirates engaged by the defender during a boarding.

No Victory for Cowards?

Pirate captains are used to challenging each other. There is no respect to be had for opponents who never engaged in a single boarding action (even a ridiculous one like a man charging on foot a raft about to beach on the sand) in their lives. To represent this, the battle chart shows the Reputation adjustments based on the number of attacks (and not just battles in which one can be attacker or defender).

At the end of the game, a player who did not attack at all or only once loses 5 RP. A player who attacked twice loses no RP. A player who attacks at least 3 times wins 7 additional RP.

Grappling Hook

A defender circles the Grappling Hook next to the boarding line on your sheet. It indicates that, at the end of the boarding phase, the defender is protected against other attacks from other players until the attacker becomes the active player again, at which time the defender fills in the circle around the Grappling Hook. However, if a player that has a circled Grappling Hook chooses to attack another, the immunity is lost.

In other words, a defender has a full round of the table to recruit Pirates before receiving another boarding attack, as long as no hostile action is undertaken. It is to ensure this precise rule that the Grappling Hook next to the just-concluded boarding line is circled. Writing down the name of your opponent on the boarding line enables you to keep track of this crucial rule.

Example: after defending against two attacks, Alexander launches his first attack. He writes the name of his opponent on the third line of the boarding chart. His Pirate crew is composed of two Strength 5 Pirates and one Strength 3 Pirate. Their total Strength is 13 or less. He decides to attack Mary, whose crew Strength is no more than 6, with one Strength 5 Pirate and one Strength 1 Pirate. Alexander believes she will use neither her Strength 5 nor her Strength 1 Pirate, because she is sure to lose them against his Pirates. He guesses she will commit Strength 0 and chooses to attack with a single Pirate, a Strength 3 Pirate. In the meantime, Mary writes down the Strength of her own Pirates. Both announce they've made their decisions. Mary actually decided to defend with a Strength 5 Pirate! Alexander has lost this boarding battle.

4) End of the Turn

After the Boarding phase, if that battle was the 5th boarding battle for either the active player or the defender, a final great Naval Battle takes place in which all players and all remaining Pirates participate (see the "Naval Battle" section). That Naval Battle concludes the game.

Otherwise, the next player in turn (clockwise) becomes the new active player and resolves a full turn as the previous one did.

Everyone should carefully select which Pirates to commit in the 5 allowed boarding battles. It might actually be more interesting to save some for the Naval Battle.

Before the End of the Game

The game ends when one of the following conditions is met:

  • A player has participated in 5 battles.
  • A player gains a second Command bonus.
  • A player circles the last GP on their sheet.

Naval Battle

As soon as one of these conditions is met, the players finish the active player's turn with a Naval Battle involving all the players. There can be no recruitment. It pits all the recruited but as yet unused Pirates (circled but not filled in) against each other.

Players total their Strengths and write that sum in the explosion circle at the bottom of the Strength column.

War Bonus

The player with the highest total wins a 15 RP bonus, the next one 7 RP and the third 5 RP. If there is a tie between two captains, break the tie by comparing the Strength of their strongest Pirates, Strength value after Strength value. If their crews are exactly identical, both players receive the same number of RP.

Example: at the end of the game, Mary's total Strength is 24, Sebastian's is 20 and Manuel's is also 20. Mary takes first place (15 RP) while Manuel and Sebastian compare their strongest Pirates, Strength value after Strength value. Sebastian comes out 2nd in the Naval Battle (7 RP) and Manuel 3rd (5 RP). (The printed example shows the Pirate icons being compared; those icons are not reproduced here.)

In order to remember that Attribute tracks allow ties and not war, notice that the podium steps for the Naval Battle are reddish, referring to a strict ranking (save for an exactly identical crew).

Who Is the Most Renowned Captain?

Once the Naval Battle has been resolved, all the players total their Reputation points. Whoever has the most wins the game. In case of a tie, the ranking in the Naval Battle (remaining Pirates) breaks the tie. If players are still tied, they win the game together.

All GP and Resources are lost during the Naval Battle. Whatever their quantity, they provide no RP. For each total flag, players write the total of their RP:

  • Players total the RP of the various acquired Attributes.
  • Attribute track: the player who has filled in the most circles wins 12 RP, the next one 7 RP, and the following 3 RP (the other players win no points).
  • Players total the RP of the various acquired Boats.
  • Boat track: the first circle that is not filled in indicates how many RP are won. If all circles are filled in, the player wins 15 RP.

Attacks initiated: players win or lose RP based on the number of attacks (not just battles) they initiated during the game:

Attacks initiatedRP
0 or 1-5
20
3 or more+7

They can fill in flags that do not represent their situation.

War Bonus: Players win a number of RP that depends on their ranking in the Naval Battle:

Naval Battle rankingRP
1st15
2nd7
3rd5

Final Score: players total all the RP in the various flags, Command Bonuses included (6 or 3 RP if all have been obtained, 0 otherwise), and write the result on their treasure chest. In case of a tie, total Strength during the Naval Battle breaks the tie. If the tie remains, victory is shared: a pirate alliance is born!

Example of a Game Turn

Alexander becomes the active player. He has already attacked earlier in the game. He rolls all the dice and gets the following results. He chooses to set aside the black die.

1) Loot phase: Alexander must choose 2 results. He thinks about how he can push forward and hinder his opponents at the same time. So he checks their progress on the Attribute track. He is ahead by 3 filled-in red circles. He then hesitates between the red die, the blue dice and the yellow die. No other player has access to the black die, so Alexander chooses the red die and fills in two steps on the Attribute track. His second choice is a blue die, because these will enable him to purchase 1 Resource for 3 GP.

2) Command phase: Using the Resources he already has, Alexander acquires the last boat. He also recruits 1 Pirate with his remaining GP. Meanwhile, his opponents make their decisions. Finally, Alexander makes sure all the players have nothing more to play during this phase. By acquiring the last boat, Alexander now has all 4. He informs his opponents of the fact. He scores a 6 RP Command bonus, which he circles on his game sheet while his opponents cross theirs out.

3) Boarding phase: Alexander takes a look at his opponents' sheets. He decides to go after Mary, whose Pirate Strength total is 11 (the printed example lists the Pirates by icon). On the other hand, Alexander has a maximum total Strength of 12. Both ponder their strategies and secretly select the Pirates they commit to the boarding battle. Alexander decides to rely on no more than 1 Strength Pirate in order to save troops. He believes Mary will not sacrifice several Pirates with the Naval Battle so close. They both reveal their decisions. Alexander's boarding attack fails. He fills in the committed Pirate after circling the attacker symbol and writing "Mary" on his game sheet. Mary writes the Strength of the Pirates she committed, the name of her opponent and circles the defender symbol. Having won the fight, she collects the reward of her choice (5 GP, of which some or all are stolen from Alexander, or fill in 2 red circles on the track of her choice), then circles the grappling hook to indicate that she cannot be challenged until Alexander becomes the active player once more or she attacks on her turn.

(The printed example gives the exact Pirate icons and Strength values committed by each captain on page 15; they are not reproduced here.)

The Duel (1 to 2 Players)

The rules also apply to a 2-player game, with the following exceptions.

  • The Attribute track earns 12 RP to the first who completes it, 7 to the second.
  • The Boat track earns 15 RP to the first who completes it, 7 to the second.
  • Grappling hooks are not used, but a player cannot attack two turns in a row.

Example: Alexander attacks Mary on his turn. On his next turn, whether Marie attacked him or not, he will not be able to attack again.

Solo Game Mode

This game mode requires calling on a Legendary Captain card that you will find in the deck of cards included in this box. In order to use such a card, you need to go adventuring and open it. However, the other rules and cards in this box are not compatible with the Solo game mode.

Apply the Following Changes to the Rules

  • Split each result flag in two (vertical line) in order to write the player's score on the left and the opponent's on the right.
  • Draw squares around the Resources and the starting crew of your opponent (indicated on their card). You will use the same game sheet to track your turn and theirs.
    • In the case of Gold, Resources and Pirates, circle the appropriate elements starting with the first available ones on the left; for your opponent, draw squares around them starting with the first available ones on the right.
    • In the case of acquisitions, fill in the associated flags as usual but draw a square around the image of the acquisition when it is your opponent's.
  • On a track, draw lines across the red circles one way for your opponent and the other way for yourself.
  • Fill in the raft's flag, because Solo games begin on that boat. Then draw a square around it, because the Legendary Captain opponent is in the same situation.
  • If the two of you validate the same 6 RP Command bonus during the same turn, draw a diamond around it in order to count it for both of you.
  • When you progress on a track, collect Gold or Resources, or recruit Pirates, circle the appropriate elements starting with the first available ones on the left; for your opponent, draw squares around them starting with the first available ones on the right.
  • When the progress on the Boat track provides a boarding bonus, you circle the +1 symbol for yourself and draw a square on the associated drawing for the Legendary Captain.
  • In the Boarding chart, if the two of you receive the same modifier, draw a diamond around it. Otherwise, circle yours and draw a diamond around the Legendary Captain's.
  • Draw 1 flag next to the Resources in order to take into account your opponent's remaining Resources at the end of the game. (Your opponent gains 1 RP per unused Resource.)

Example: you win 2 RP for making this acquisition. Your opponent also benefits from it because you drew a square around the image of that very acquisition.

No die is set aside in this game mode. On your turn, when you choose 2 results among the dice, your opponent's two dice are automatically determined by the following table (see example on the following page).

Opponent results table (the table printed on the card back; "Results" are the two dice you choose, and "2 Results attributed to the opponent" are the two dice your opponent takes):

Your two results2 results attributed to the opponentRecruitment?
Gold + BlueRed + GoldYes
Gold + RedBlue + BlackYes
Blue + BlackRed + BlueNo
Blue + RedGold + RedNo
Blue + BlueRed + BlackNo
Black + RedGold + BlueYes
Black + GoldBlue + BlackYes

How to Play in Solo Mode

Phases 1 (loot) and 2 (command) of the turn are played normally, contrary to phase 3.

You play for your opponent on the same sheet. Keep only the 2 loot dice you've chosen and ignore the 4 others: it will make reading your opponent's loot table easier.

What does my opponent do? The table on the back of the cards enables you to determine your opponent's results based on the results you've picked for yourself. Draw squares around the appropriate Resources, Gold and Pirates, but cross out () the red circles for the Legendary Captain.

  • If your opponent can make 1 acquisition with the available Resources and/or by purchasing the missing Resources, do so. If you have to choose between 2 acquisitions, make the one that gives the most Reputation points, even if it means spending more Resources or GP.
  • When the Legendary Captain needs to choose and use 1 Resource to make an acquisition, fill in the one of which there is the most available. If several Resources meet the condition, pick the lowest one in the chest.
  • If the table says so, your opponent must use GP to recruit the Pirate who has the highest possible Strength.
  • If your opponent has at least 1 Pirate, roll the 3 blue dice. a. If the dice show 2 identical results, you are subject to a boarding attack. b. Otherwise, you may launch your own boarding attack against the opponent. If you do not, roll the six dice to begin another turn.
  • Whenever your opponent has no more Pirates, add to its crew a Pirate of the same Strength as your weakest one. If you have no more Pirates, the opponent will gain the same one as you do on your next purchase or gain.

Beware! Two blue dice showing different results are two different results, whereas 2 blue results that are identical are the same, just like any pair of strictly identical blue sides.

In the chest, Resources are listed in decreasing order of need for acquisitions. Thus, pearls are highest in demand in order to carry out acquisitions and barrels lowest.

Boarding Battles (Solo)

In each boarding battle, your opponent can play from 1 to 3 Pirate(s). Choose your own Pirates, then roll the yellow die 3 times for your opponent. Read each result on the table below. With each roll of the yellow die, fill in the opponent's designated Pirate.

Yellow die resultOpponent's committed Pirate
1 or 2Weakest Pirate
3 or 40 (none)
5 or 6Strongest Pirate
  • The card that represents the opponent indicates what their gains are for a victorious boarding attack.
  • Remember to draw a square around the opponent's attack or defense symbol for each boarding battle. Circle that same symbol for yourself.
  • If the yellow die shows the same result pictured in this note three times in a row (the two faces are shown as icons on the printed page 4), your opponent attacks you with its weakest Pirate.

Example (printed on page 5): while playing against the Legendary Captain Anne Bony, the printed dice show a turn and a boarding battle. The Gold die is rolled 3 times for her: the first roll commits her weakest Pirate, the second commits no Pirate, and the third commits her strongest Pirate. Anne Bony wins this boarding battle because the total Strength of her Pirates is higher than Alexander's, so Alexander draws a square around the 5 GP gain shown on her card for his phantom opponent.

Legendary Captains

  • You cannot steal GP from a Legendary Captain after a boarding battle. You still circle 5 GP for yourself if such is the reward you choose. On the other hand, the Legendary Captain can always steal GP from you if you lose.
  • A Legendary Captain cannot attack you if it has no Pirates. It can still attack you if you have no Pirates.
  • A Legendary Captain always picks the acquisition that earns the most points.
  • In case of boarding victory, if the Legendary Captain must pick a track, it's always the one where you have the greatest lead. If the Legendary Captain is ahead on both tracks, or tied with you, then progress is made on the Boat track.
  • If a Legendary Captain's progress is blocked on 1 track (because an acquisition is to be made or because the end of the track has been reached), the other track is picked. If progress is blocked on both tracks, nothing happens. Having a single available red circle does not mean that the Legendary Captain is blocked; cross out only one of these circles for the Captain.
  • A Legendary Captain's priority is always to take the die result pictured first in the printed page 6 rule, followed by a double Resource die, then a single Resource. If one of the results is the pictured Resource or if the opponent must choose between several Resources, choose the Resource that is highest on the sheet of which the Captain has the lowest number surrounded by a square. (The printed examples on page 6 show the dice by icon.)
  • If, during a boarding battle, the Legendary Captain gets the pictured result (see page 6) three times, then the Captain attacks with no more than its weakest Pirate because it is required to commit at least 1 Pirate to the attack.
  • If you get 3 identical results when rolling the 3 Resource dice, the Legendary Captain does not attack.

Joker: is worth the Resource of your choice.

Legendary Captain Cards

  • The line at the top of the card shows the various elements around which to draw a square at the start of the game.
  • The line showing the rewards for the winner of a boarding battle replaces those initially presented in the multiplayer game rules.
  • Some Legendary Captains have a third line that describes a distinguishing game effect.
  • A Legendary Captain may never recruit Pirates. In that case, do not take the Recruitment column into account.
  • A Legendary Captain may gain 1 Resource each time you purchase 1 Resource with your gold.

Game Turn (Solo)

A game turn is made of 4 phases in the following order.

  1. Loot phase: roll the 6 loot dice, then choose two results (see the 1 to 2 player rules, page 6).
  2. Command phase: during this phase, you can buy Resources, carry out 1 acquisition and recruit Pirates with your Gold (see the 1 to 2 player rules, page 6).
  3. Legendary Captain's phase: the 2 results chosen above determine your opponent's 2 results. If the Legendary Captain can carry out an action, make it so. Then, if the boarding table says so, have the Captain recruit the Pirate with the highest Strength possible.
  4. Boarding phase: roll the 3 blue dice. If the 2 results are strictly identical, the Legendary Captain attacks you. Otherwise, you can attack the Captain.

End of the Game (Solo)

The game ends when one of the following conditions is met:

  • 5 boarding battles have taken place.
  • No more GP are available.
  • 2 Command bonuses have been gained by the same captain.
  • Another end game condition, related to Resources, is also added. As is the case for GP, if a player circles their last available Resource of a particular type, the game ends at the end of the turn and of the boarding battle, if there is one. Contrary to you, your opponent can use its remaining GP to recruit 1 last Pirate, with as high a Strength as possible, for the Final Battle. The Naval Battle takes place, then you can count the Reputation points.

When the game ends:

  • Draw a square around the final result of the Attribute track for the Legendary Captain and circle your own final result. If there is a tie, draw a diamond around the 12 RP.
  • At the end of the game, write down your opponent's track total beside the flag.

Source Notes

  • The solo table and the Legendary Captain card layout are as printed on pages 3 and 6 of the 1 to 2 player rulebook. The Legendary Captain cards themselves are in the box and are not part of the rulebook.
  • Icons that the text extraction could not resolve are referred to by their printed page rather than named here. The examples on pages 5 and 6 of the 1 to 2 player rulebook and page 15 of the 3 to 6 player rulebook show the exact icons.
  • The card deck (Arms Master, adventure cards, sealed envelopes) is not included in these rules and is referenced only where the rulebook mentions it.
  • Only the parrot, the captain's hat, the raft and the "real ship" are named in the printed text. The other Attributes (hook, boots) and boats (rowing boat, sailing ship, galleon) and the Pirate weapons are named here from their pictures.
  • Credits, copyright and trademark notices are omitted.
Bonus that can be obtained on the Attribute track