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Plunder: The Commodore's Game

Expansion for Plunder

Plunder: The Commodore's Game Rulebook

Table of Contents

Table of Contents

  • Rules
  • Components

Rules

  1. You are now commodores, potentially in command of fleets, not just one ship. Every time "captain" is mentioned in the Plunder rules and cards (and mats, etc.), consider this to include commodores as well.

  2. There can now be up to six players. The additional colors are Black and Gray.

  3. Object of the Game: With 2-4 players, be the first commodore with 100 silver. With 5-6 players; 80 silver.

  4. To begin: do not take a commodore's mat and ship token at first. Instead, when the First Commodore is determined, he chooses his color and takes a commodore's mat and corresponding ship token. Then, proceeding clockwise around, the remaining commodores do the same.

  5. You will note that each color now gives a different ability to that commodore (as stated on the ship token). These abilities are:

    • Black: this commodore may hold up to eight cards in his hand (rather than seven);
    • Blue: +1 Speed (per ship in his fleet);
    • Gray: he adds a +1 to the number every card he plays (e.g., the Parrot's number becomes 22 if played by the Gray commodore).
    • Green: +1 Crew (per ship in his fleet);
    • Red: +1 Cannon (per ship in his fleet);
    • Yellow: -1 to "Pay Yer' Crew" each turn (this can be used to reduce a First Mate's pay or a Crew's pay).
  6. Steps in A Turn and Encounters: Rather than "Resolve Encounter" and "Play an Encounter card," there is now just an "Encounter" step as the first Step in A Turn (including the very first turn of the game). To start his turn, that commodore must state, "I call for encounters!" Then, proceeding counterclockwise (that is, to the right around the table), each other commodore must either state "Aye!" or "Nay!" - until a commodore says "Aye!" or all other commodores say "Nay!" If a commodore says "Aye!", he must play an encounter card on the commodore whose turn it is. Note: if you have seven cards in your hand, you had better say "Aye!" during this step, otherwise you won't be able to Travel! Second Note: a commodore whose Ship went Down during his last turn will draw his new hand and take care of any beginning-of-the-turn effects before the Encounter step.

Components

The pages following the rules sheet are the additional game pieces needed for Plunder: The Commodore's Game.

  • Encounter: if a Map card is given to you as an Encounter, you must lay it in an adjacent open space N, E, S, or W of an existing Map card.

  • Mutiny: This affects First Mates as normal. If called on ships of a fleet, only those who require Pay leave, taking with them any Prize Ships and Cargo the commodore cannot now keep. The rest of the commodore's turn proceeds as normal.

  • Tacking: During Travel, a commodore may choose two adjacent cardinal directions (North/East, South/East, South/West, or North/West, but not North-South or East-West) for movement, and may freely change direction between the two during this turn's Travel. (For example, you may move N, N, E, N, E, E, E, etc.)

  • Fleets: You may command and crew more than one ship at a time. Don't place any ships on top of your Pinnace. Instead, keep all Fleet ships to the left of your commodore's mat.

    A. Prize Ships: You may have one Prize Ship for every ship in your Fleet (this includes your Pinnace). Keep all Prize Ships (after the first) to the right of your commodore's mat.

    B. You can abandon any or all Fleet ships (including Prize Ships), except your Pinnace, at any time - although you must also abandon all cargo you cannot now carry on your remaining ships. An attacking commodore may capture these abandoned ships and cargo, otherwise, discard the ships and return the cargo to the Quartermaster.

    C. Speed of the Fleet: When attacking, add the Speed of Fleet ships (exclude the Prize Ships). At all other times, use the slowest speed of any ship in the Fleet (include Prize Ships). (For the Blue commodore, his total Speed adjustment is always +1 per ship in his Fleet - applied even to his slowest Prize Ship.)

    D. Pay, Cannon, and Crew of the Fleet: always add the Pay, Cannon, and Crew from each ship in the Fleet (excluding Prize Ships).

    E. Cargo of the Fleet: always add the Cargo from each ship in the Fleet (including Prize Ships).

  • Combat: In Combat, an additional step, "Further Ships," is placed in front of "Engage." If a commodore is in Combat with a ship or port of any nation (this excludes pirates, natives, and Tortuga, but includes Treasure Fleets) he must call, "Any further ships?" At this point, all other commodores may lay any ships (no, not Treasure Fleets) from their hand of the same nationality as the ship(s)/port(s) already in Combat against the Acting/Encountered commodore. These ships act as a Fleet for the Combat. During the "Engage" step, if the total Cannon or Crew of the Acting/Encountered commodore exceeds the total Cannon of the opposing fleet, it will run - except pirates (who never run) and other players (who may choose whether to stay or run). If the Acting/Encountered commodore wins the Combat, he may take ships as per Fleets and Prize Ships. Only one card is still drawn for Plunder, but use the lesser of A) the number on the card or B) the total Cargo of the plundered fleet to see how much Cargo is present.

    Printed as "Canon" in the source; corrected to "Cannon" here.

  • Plundering Ports: the Cargo of the port is limited by the amount of Cannon the Port possesses. (We are using this as a rough estimate of how much Cargo space a Port has available.)

  • Crewing Prize Ships: when you start a Trade action while owning a Prize Ship, rather than sell it, you may pay one-half its Value to crew it and add it to your Fleet.

  • The Black-Hearted Traitor: play as normal. If the opposing commodore has a fleet, this card allows the attacking commodore to choose one ship from the defender's fleet (not a Prize Ship, and not a Pinnace), and immediately add this ship to his own fleet. If this causes the defending commodore to lose a Prize Ship and/or Cargo, the attacking commodore gets these as well (the Prize Ship remains a Prize Ship for the attacking commodore). After this, the defender can choose to abandon Prize Ships, and Combat re-starts as normal.

    Printed as "atacking" in the source; corrected to "attacking" here.