SeaRovers
SeaRovers Rulebook
Table of Contents
Table of Contents
- Object of the Game
- Game Equipment
- Game Setup
- Playing the Game
- Supply of Booty
- Game Layout and Moving on the Gameboard
- Rollin' the Bones
- Winning the Game
- Solitaire Game Rules
- Advanced Wind, Weather and Hurricane Rules
- Game Reference
- Historical Reference
Object of the Game
SeaRovers is a game for one to four players filled with history, combat, greed and strategy. The game-play revolves around weighing risk versus reward, analyzing and planning your objectives, and managing your hand properly. The game is designed to accommodate multiple playing styles and rewards players that carefully contemplate their course and actions.
During the game, players are in command of famous freebooters and filibusters as they sail the Spanish Main in search of prey and plunder. Booty is collected by building buccaneer and pirate vessels, completing historical Attacks, plundering other players, and finding buried treasure. To secure your booty, you must bring it back to your Haven. By securing the most booty, you can become the greatest SeaRover of them all!
Game Equipment
- 136 - Playing cards
- 126 - Pieces of eight (POE)
- 28 - Gold doubloons
- 18 - Six-sided dice (9 red and 9 black)
- 12 - Playing pieces (3 each of 4 colors)
- 12 - Pirate flag/vessel markers (3 each of 4 flags)
- 2 - Weather and wind chart markers
- 1 - Hurricane marker
- 1 - Gameboard
- 1 - Game manual
WARNING: CHOKING HAZARD. This game contains small parts and plastic bags that are not for children under 3 years of age. Children under 8 years can choke or suffocate on small parts and plastic bags. Adult supervision required. Keep plastic bags and small parts away from children.
Game Setup
Place the gameboard on a large table with ample space around the edges of the board for each player's cards to be placed.
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EACH PLAYER CHOOSES A SET OF PIRATE FLAG/VESSEL MARKERS AND PLAYING PIECES. After choosing, each player should have three matching pirate flag/vessel markers and three playing pieces.
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EACH PLAYER GETS TWELVE SILVER PIECES OF EIGHT AND TWO GOLD DOUBLOONS. The remaining pieces of eight and gold doubloons are set aside and called the treasury. Your silver pieces of eight (POE) are your permanent supply of booty (see Supply of Booty on page 12). During the game your booty is used to pay the costs of: assembling and moving vessels, changing Havens, purchasing and discarding cards, and playing Wild cards. You can increase your supply of booty by completing Attacks, plundering other players, and finding buried treasure. For every five pieces of eight that you secure in your permanent supply, you receive one gold doubloon that you must display (see Gold Doubloons on page 12).
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DEAL EACH PLAYER SIX ATTACK CARDS. Separate the thirty-two Attack cards from the deck and sort them into two piles: buccaneer Attacks (red) and pirate Attacks (black). Shuffle each pile and deal each player three buccaneer Attacks and three pirate Attacks. Players then arrange their six Attack cards face-up next to the gameboard in front of them (see the diagram on page 13). This is your Attack Row. Shuffle and place the remaining Attack cards in a stack face-down at the lower left of the gameboard. This is the Attack Pile.
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DEAL EACH PLAYER ONE HAVEN CARD. Separate the eight Haven cards from the deck, shuffle them and deal each player one. Players then place their Haven card face-up next to their row of Attack cards. Set the remaining Haven cards aside until step 7.
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EACH PLAYER CHOOSES A STARTING VESSEL. Separate from the deck the sixteen cards that make up the four starting vessels. You can identify these cards by the color-coded jewels in the upper left corner. Each starting vessel consists of four cards, a Sloop, a set of great guns (an old term for cannons, the ones for starting vessels are labeled "4-Pounders" or "6-Pounders"), a crew, and a captain (labeled "Buccaneer" or "Pirate"). Arrange these cards by their matching colored jewels into the four starting vessels. Set the four starting vessels out on the gameboard to be chosen by the players.
To determine who chooses first, each player rolls two dice. The player with the highest total becomes the starting player and selects their starting vessel first. Proceed around the table clockwise until each player has selected. Each player's starting vessel is then placed on the table in a slot beneath their Attack Row (see the diagram on page 13). If fewer than four players are playing, set the remaining vessels aside until step 7.
Note: Your starting vessel is not at sea. It is simply assembled on the table at the beginning of the game. You must still pay its move cost to set sail and move a playing piece representing the vessel during the Action Phase of your turn.
Strategy Tip: When choosing your starting vessel, try to select one if possible, that has a captain showing the same coordinate as one of your Attack cards (see Captain's Historical Attack Bonus on page 10).
Note: The Attack cards, vessel cards (Sloops, Brigantines, 3-Mast Ships and Warships), captain cards (Buccaneers and Pirates), great guns cards (4, 6, 8, 12 and 18-Pounders), and crew cards are color-coded; buccaneer-red and pirate-black. Vessels can only be assembled with the same type of cards (buccaneer or pirate, meaning red on red and black on black). Only buccaneer vessels can attempt to complete buccaneer Attacks; likewise, pirate vessels can only attempt to complete pirate Attacks.
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DEAL EACH PLAYER ONE HAVEN. Shuffle the eight Haven cards and deal each player one. Players then place their Haven card face-up next to their Attack Row (see the diagram on page 13).
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DEAL EACH PLAYER EIGHT CARDS FACE-DOWN. Put the remaining Havens and starting vessel cards (if any) back into the deck and shuffle it at least seven times to randomize the cards. Deal each player eight cards face-down. Do not show these cards to other players, this is the hand you will play from.
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SET UP THE PURCHASE COLUMN, DRAW PILE AND DISCARD PILE. Deal three cards face-up in the upper left corner of the gameboard. This is the Purchase Column. Place the remaining cards to the right of the Purchase Column in a stack face-down. This is the Draw Pile. Turn the top card of the Draw Pile over and place it on the gameboard to the right. This card becomes the Discard Pile (see the diagram on page 13).
Playing the Game
The Phases of a Turn
The starting player goes first. Play then proceeds around the table clockwise. Each player's turn has seven phases. The phases must take place in the following order:
- Reclaim Booty
- Draw or Purchase
- Action
- Upkeep
- Discard
- Refill Hand
- Restock Purchase Column
1. Reclaim Booty
During this phase reclaim your supply of booty by turning back over your spent pieces of eight from your last turn. Remember, the booty that you spend is only considered spent for that turn (see Supply of Booty on page 12).
2. Draw or Purchase
During this phase you must draw or purchase one card. Unless you choose to draw an Attack card, the drawn or purchased card must go into your hand. You have the following options to choose from:
- Purchase one of the three existing cards from the Purchase Column for a cost of two pieces of eight.
- Replace the Purchase Column for a cost of five pieces of eight. To do this, pay five pieces of eight from your supply of booty, then place all three cards from the Purchase Column on the top of the Discard Pile face-up and replace them with three new cards from the Draw Pile. You then have the option to take a card from the new Purchase Column at no cost, or draw the top card from the Draw Pile. Players can only do this once per turn.
- Draw the top card from the Draw Pile.
- Draw the top card from the Discard Pile.
- Draw an Attack card from the top of the Attack Pile. You have the choice to replace any one of your Attack cards (place the old Attack card on the bottom of the Attack Pile face-up); or you can choose not to keep the new Attack card and place it on the bottom of the Attack Pile face-up. Regardless of your choice, this completes the phase.
Note: You will always maintain six Attack cards on your Attack Row, but you may not always have three buccaneer Attacks and three pirate Attacks. When the Attack Pile is exhausted, reshuffle the Attack cards and make a new Attack Pile.
3. Action
During this phase you can perform any of the following actions multiple times, as your supply of booty permits:
- A. Assemble up to Three Vessels
- B. Set Sail and Move Your Vessels
- C. Complete Attacks to Gain Booty
- D. Attack an Opponent's Vessel
- E. Change Your Haven
- F. Return to Your Haven and Secure Booty
- G. Play Wild, History and Instant Cards
A. Assemble Up to Three Vessels
Beneath your Attack Row you have three slots that you can assemble up to three vessels in (see the diagram on page 13). There is no significance as to which slot a vessel is assembled in. Your vessels can be buccaneer or pirate, and in any combination. At no time can you be assembling or have assembled more than three vessels. The following rules apply:
- Each vessel must be assembled with the same type of cards, meaning only a buccaneer (red) captain, great guns and crew, can be placed on a buccaneer vessel. The same applies for a pirate vessel (black). To bring a vessel, captain, great guns or crew card out of your hand and place it on the table, you must pay the card's cost (shown in the bottom left corner of the card) from your supply of booty.
- An assembled vessel that can set sail is only required to consist of two cards, a captain and vessel card. You can also add either or both, a set of great guns (one card that is labeled 4, 6, 8, 12 or 18-Pounders) and a crew card.
- Only one captain, one crew card, and one set of great guns can reside aboard a vessel at any given time. Some vessels can only be armed with certain sizes of great guns (see the diagram below).
- To start assembling a vessel, you must first place either a vessel or captain card on the table. A captain, great guns, and crew card can be taken from your hand and placed aboard a vessel in any order, and a crew and vessel can be placed with a captain in any order. Great guns cannot be placed on the table unless they are put aboard a vessel.
- You can move cards between vessels and captains that are not at sea. They must be moved to the same type of vessel or captain and follow the other rules for assembling a vessel. Cards cannot be moved between vessels that are at sea. You can only upgrade or change a vessel at sea by using the Plunder Bonus for completing an Attack (see page 9).
- You can burn any of your cards that are on the table, that are not at sea, by placing them on the Discard Pile. This costs nothing and can be done multiple times during a turn. You can burn a complete vessel that is at sea, but you cannot burn individual cards from a vessel that is at sea (cards on a vessel at sea can be replaced using the Plunder Bonus). Do not confuse this with the Discard Phase. During the Discard Phase you can only discard cards from your hand.
Note: Neither a crew card nor a great guns card can reside on the table by itself. For example, if a captain is removed from the table by a Wild card, and only a crew card is with the captain, the crew must be moved to another captain or vessel (following the rules for assembling a vessel), or it must be placed on the Discard Pile.
Strategy Tip: An effective way to burn through cards in your hand is to replace cards on a vessel that is not at sea. For example, you can pay to put a crew aboard, burn it by placing it on the Discard Pile, then pay to put another crew aboard and so forth. This will allow you to draw or purchase more cards during the Refill Hand Phase of your turn. Discarding a complete vessel will allow you to open up a slot (if needed) to assemble a different vessel.
Diagram: An Assembled Vessel (callouts)
- Total Strength: The sum of the strength ratings of an assembled vessel's individual cards is its total strength. This is the number of dice used in Attack and Combat Rolls. The total strength of this vessel is nine.
- Vessel Card: An assembled vessel must have a minimum of a captain and vessel card to set sail.
- Great Guns: Only one set of great guns (one card) can be placed aboard a vessel at any given time. A vessel can only accept the size guns listed on the vessel card.
- Crew: Only one crew card can be placed aboard a vessel at any given time.
- Captain: The cards labeled "Buccaneer" and "Pirate" are the captains. Only one captain can be placed aboard a vessel at any given time.
- Captain's Historical Attacks: These Attack coordinates show the historical Attacks the captain participated in (see Captain's Historical Attack Bonus on page 10).
- Card Cost: When assembling a vessel, you must pay the card cost for each card that you take out of your hand and place on the table.
- Captain's Saving Roll: These skulls represent the captain's nautical and piratical skills: such as sailing, navigation, hand-to-hand combat, and command ability. The number of skulls is the number of dice the captain uses when making Saving Rolls (see page 15).
Diagram: A Named Vessel Card (callouts)
- Strength Rating.
- Move Rate: The die roll you make to determine the number of spaces your vessel can move.
- Historical Information.
- Captain's Historical Vessel Bonus: If a named vessel is under the command of its historical captain you gain one extra space per move.
- Card and Move Cost: The card cost is how much you must pay to bring the card out of your hand and place it on the table. This number is also the vessel's move cost and shows how much you must pay each turn to move the vessel.
- Guns: This is the size of great guns (an old term for cannons) that can be placed aboard the vessel. This vessel can be armed with any size great guns, whereas a Sloop can only be armed with 4, 6 or 8-Pounders.
- Cargo: This is the maximum number of pieces of eight (booty) the vessel can carry. A vessel that has reached its limit can still be used to complete Attacks or attack opponents, but may not carry more booty.
B. Set Sail and Move Your Vessels
After you have assembled a vessel, you must pay the vessel's move cost (shown in the bottom left corner of the vessel card) to set sail and move your playing piece on the gameboard that represents that vessel (see the diagram on page 13). When you pay the cost for a vessel to set sail, it includes the payment for moving that turn. The following rules apply:
- When a vessel sets sail, you place a numbered pirate flag/vessel marker on your vessel's cards, turn the vessel card sideways (so that the strength rating on the side is now at the top) to show that the vessel is now at sea. Then place your playing piece with the matching number, on your Haven card's hex on the gameboard. Next, roll for your vessel's move (its move rate as shown on the vessel card), and move your playing piece up to that number of spaces. You can move your vessel less than the number of spaces your move roll indicates. For more information about a vessel's move rate see Vessel Cards on page 21.
- You can move each of your vessels that are at sea once per turn, as your supply of booty permits. Each turn you move a vessel, you must pay the vessel's move cost. History cards can be played that allow a vessel to move again during the same turn, and a vessel can also move again by way of the Captain's Historical Attack Bonus (see page 10).
- A History card that adds to a vessel's move can be played before or after the initial move roll is made, but not after a vessel has moved and stopped to perform an action (such as attempt to complete an Attack, attack an opponent's vessel, or find buried treasure). The History card can only be used for one die roll (see History Cards on page 23).
- You cannot stop to perform an action and then start moving the same vessel again, unless you play a History card stating "move again," or use the Captain's Historical Attack Bonus (see page 10) after completing an Attack. If you move a vessel and stop short of your move roll number to perform an action, any move spaces left over are lost.
- Cards and booty cannot be moved between vessels that are at sea. You can only upgrade or change a vessel that is at sea by using the Plunder Bonus for completing an Attack (see page 9).
Diagram: An Attack Card (callouts)
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Strength Rating: This is the number of dice a player's vessel must defeat to successfully complete the Attack.
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Attack Location: This coordinate corresponds to a hex on the gameboard where a historical buccaneer or pirate Attack took place. You must move a playing piece to the hex to attempt to complete the Attack.
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Historical Information.
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Booty: This is the number of pieces of eight that you receive when you complete the Attack. The booty from a completed Attack is placed aboard your vessel.
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Plunder Bonus: See the rules for an Attack's Plunder Bonus on page 9.
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A vessel can move through the same hex that another vessel is in, including an opponent's vessel, with no effect or required combat, but no two vessels can ever occupy the same hex. For additional rules concerning where a vessel can move on the gameboard, see Game Layout and Moving on the Gameboard on page 13.
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CAPTAIN'S HISTORICAL VESSEL BONUS. If a named vessel is under the command of its historical captain (such as Blackbeard aboard his Warship Queen Anne's Revenge), you gain one extra space per move (as shown by the *asterisk on the named vessel cards).
C. Complete Attacks to Gain Booty
During the game you can attempt to complete Attacks to gain booty and possibly a Plunder Bonus. Attacks are represented by an Attack card on your Attack Row that has a coordinate that corresponds to an Attack Location on the gameboard. You can attempt to complete multiple Attacks during the Action Phase of a single turn. The following rules apply:
- Only buccaneer vessels can attempt to complete buccaneer Attacks, and only pirate vessels can attempt pirate Attacks. Any buccaneer captain can be in command of a buccaneer vessel attempting to complete a buccaneer Attack; likewise, the same applies to pirate captains and pirate Attacks. There is a move bonus for captains that complete Attacks that they historically participated in (see Captain's Historical Attack Bonus on page 10).
- To attempt to complete an Attack, you must have that Attack card on your Attack Row and move a vessel to the corresponding hex on the gameboard (see Attack Locations on page 14). Attack cards have a strength rating at the top. This is the number of dice you must defeat to successfully complete the Attack. The attacking player makes an Attack Roll by rolling the number of dice equal to his vessel's total strength, and an opposing player of his choice, rolls the number of dice equal to the Attack card's strength (see Attack Rolls on page 14 for more information). Attack battles can last for multiple rounds and your vessel may be able to take damage when you lose an Attack round (see Taking Damage and Vessel Defeats on page 16).
Note: A History card that is played to add to an Attack Roll, must be played before the Attack Roll is made. Also note that Attack Rolls are not Combat Rolls and different rules apply for each (See Rollin' the Bones on page 14).
- To complete an Attack you only have to win one round of battle. When an Attack is completed, you receive the Attack's booty from the treasury (the number of pieces of eight shown in the bottom left corner of the Attack card). The booty is then placed aboard the vessel that completed the Attack (see the diagram on page 13). Each type of vessel has a maximum amount of booty it can carry (see Cargo on the diagram on page 7).
- When you complete an Attack, you also may be able to gain the Attack's Plunder Bonus which could allow you to upgrade or change your vessel (see Plunder Bonus below).
- After an Attack is completed, the Attack card is removed from your Attack Row and placed on the bottom of the Attack Pile face-up. You must then draw a new Attack card from the top of the Attack Pile and place it face-up on your Attack Row. If you fail to complete an Attack, the Attack card remains on your Attack Row.
Note: You will always maintain six Attack cards on your Attack Row, but you may not always have three buccaneer Attacks and three pirate Attacks. When the Attack Pile is exhausted, reshuffle the cards and make a new Attack Pile.
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PLUNDER BONUS. The Plunder Bonus for completing an Attack is a card that you can gain and use on your vessel that completed the Attack. This is the only way you can upgrade, add cards to, or change the vessel card of a vessel that is at sea. To gain the Plunder Bonus, you must be able to take the type of card shown on the Attack card (see the diagram on page 8) from one of the three following places:
- The cards in your hand.
- Your cards on the table that are not at sea.
- From the Purchase Column.
If the card is available, you can take it from one of these three places at no cost, and add it to, or replace cards from the vessel that completed the Attack. The card must be the same type as your vessel and captain (buccaneer or pirate), and the vessel must still be assembled with cards following the rules for assembling vessels. For example, if a 3-Mast Ship armed with 18-Pounders is changed to a Sloop, the 18-Pounders must be discarded because a Sloop can not carry that size great guns. Any card that is replaced, must be placed on the Discard Pile.
Note: The Purchase Column is never restocked until the last phase of a player's turn.
Strategy Tip: The Plunder Bonus can be an integral part of your strategy. For example, you may set sail with a vessel that has no crew card and head toward an Attack that has a crew for its Plunder Bonus. If it takes you a turn or more to reach the Attack, a crew may be available to use as the Plunder Bonus by the time you get there.
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CAPTAIN'S HISTORICAL ATTACK BONUS. If a captain completes an Attack that he historically participated in (shown by the Attack coordinates on the captain cards), the vessel can immediately move again at no cost. This can be done multiple times during a single turn.
Strategy Tip: The Captain's Historical Attack Bonus is one of the most effective ways to speed your progress in the game. Be sure to familiarize yourself with the Attack cards on your Attack Row and the Attack coordinates on your captain cards, in order to plan wisely when assembling vessels and choosing your course of action.
D. Attack an Opponent's Vessel
During the game you can attack an opponent's vessel that is at sea with one of your own. This is called player versus player or ship-to-ship combat. Any vessel, buccaneer or pirate, can attack any other vessel. The following rules apply:
- To attack another player's vessel you must be able to move the number of spaces that allow your playing piece to reach the same space that the defender's vessel is in. The attacker must then stop one space short in a hex next to the defender (with no white barriers between them). The defender can attempt to parley with the attacker before the battle begins (see Attempt to Invoke Parley on page 15). If a battle ensues, each player makes a Combat Roll and rolls the number of dice equal to their vessel's total strength (see 1. Player Versus Player Combat on page 15 for rules).
- Vessels engaged in ship-to-ship combat may be able to take damage (see Taking Damage on page 16), and the combat can result in the defeat and looting of a vessel by the victor (see Vessel Defeats on page 16). If the attacker wins, the defender's playing piece is removed from the gameboard and the attacker's playing piece is moved into the hex it was in. If the defender wins, the attacker's playing piece is removed from the gameboard and the defender's playing piece remains in its present position. The cards that represent the defeated vessel are placed on the Discard Pile.
- A player can attack an opponent's vessel that is on an Attack Location hex, but cannot attack an opponent's vessel that is on its own Haven card's hex (see Havens on page 14).
Note: An Instant card that is played to add to a Combat Roll, must be played before the Combat Roll is made.
E. Change Your Haven
You can change your Haven at any time during the Action phase of your turn. This is done simply by placing your existing Haven card on the Discard Pile and replacing it with a new Haven card from your hand. You must pay the card cost of the new Haven card (shown in the lower left corner) to take it from your hand and place it on the table. This can be done multiple times during the Action Phase of a single turn.
Strategy Tip: Changing the location of your Haven will allow you reach Attack Locations and secure your booty in an efficient manner. For example, if you sail across the board and complete several Attacks, then change your Haven to one that is close to your vessel's present position, you can quickly secure your booty.
F. Return to Your Haven and Secure Booty
When you return a vessel to your Haven with booty aboard, you can secure the booty into your permanent supply. The booty is considered unspent and is immediately usable that same turn. As a result, however (because pirates were known to engage in revelry for days after returning with booty), your vessel, captain and all aboard must be placed on the Discard Pile. There is no exception. Be sure to collect your gold doubloons if necessary (see Gold Doubloons on page 12).
You can move your vessel to your Haven choosing not to secure your booty (if any is aboard), and not lose your vessel. The vessel is still at sea and you cannot upgrade or change it in any way. The only advantage is that it cannot be attacked by another player's vessel. You can still sail other vessels out of your Haven (see Havens on page 14).
G. Play Wild, History and Instant Cards
In SeaRovers there are three types of special cards: Wild, History and Instant cards. These dynamic cards have a wide range of game effects that can be used to your advantage. The following rules apply:
Wild and History cards can only be played during the Action phase of your own turn. To play a Wild card you must pay the card cost shown in the bottom left of the card. Instant cards can be played at anytime during the game, in any number or combination, with certain restrictions. Pay close attention to the wording on the card as different rules apply for Attack, Saving, and Combat Rolls (See Rollin' the Bones on page 14). For detailed game-play information, see the sections on Wild, History and Instant cards beginning on page 22.
Note: If an Instant card is played between turns, the Instant card and any cards negated by it, are placed beneath the last player's discard on the Discard Pile. This is so that the top card of the Discard Pile at the beginning of each player's turn, is always the last player's discard.
4. Upkeep
During this phase remove any expired Wild cards that have been played on your cards and place them on the Discard Pile.
5. Discard
During this phase you must discard one card from your hand and place it on the Discard Pile. This costs nothing and even if you can play all of the cards in your hand during a single turn, you must keep one card to discard. You also have the option to discard up to two more cards from your hand by paying two pieces of eight for each card.
6. Refill Hand
During this phase you must refill your hand to eight cards. You can either draw the cards from the Draw Pile, or if you have not spent all of your booty for the turn, you have the option to purchase any or all of the cards from the Purchase Column for two pieces of eight each.
Note: When the Draw Pile is exhausted, reshuffle the Discard Pile (except the top card) and make a new Draw Pile. Be sure to shuffle the cards at least seven times to fully randomize them.
7. Restock Purchase Column
During this phase restock the Purchase Column to three cards by drawing from the top of the Draw Pile.
Supply of Booty
Silver Pieces of Eight (POE)
Your supply of booty is represented by silver pieces of eight. During the game your booty is used to pay the costs of: assembling and moving vessels, changing Havens, purchasing and discarding cards, and playing Wild cards. Booty that is spent is set aside and considered spent for the remainder of that turn. Each turn your supply of booty is reclaimed for use again. When you return a vessel to your Haven with booty aboard, you can secure the booty into your permanent supply. The booty is considered unspent and is immediately usable that same turn.
Note: When you return a vessel to your Haven and secure its booty, your vessel, captain and all aboard must be placed on the Discard Pile. There is no exception (see F. Return to Your Haven and Secure Booty on page 10).
Gold Doubloons
During the game you are awarded gold doubloons as your supply of booty increases. For every five pieces of eight that you secure in your permanent supply of booty, you receive one gold doubloon that you must display. The two gold doubloons that you start the game with show that you have at least ten pieces of eight but less than fifteen. When you have secured fifteen pieces of eight, you receive another gold doubloon and so forth throughout the game. Gold doubloons are never spent, they are simply a visual marker to show the amount of booty you have gained. The first player to gain the designated number of gold doubloons wins the game (see Winning the Game on page 16).
Note: During the game you do not have to divulge the exact number of pieces of eight in your supply of booty, but you must display your gold doubloons indicating your progress in the game.
Game Layout and Moving on the Gameboard
Board areas labelled in the manual: Purchase Column (The Shipyard), where players are allowed to examine the cards; Draw Pile (The Sea Chest); Discard Pile (The Bone Yard), which players cannot look through during the game to see what cards have been played; Attack Pile (The War Chest); Attack Locations; The Isle of Pines ("X" Marks the Spot); Havens; and White Barriers. Your supply of booty is kept beside the board: turn your pieces of eight over as you spend them, and at the start of each turn your booty is reclaimed for use again. When you complete an Attack, place the booty aboard your vessel. Your pirate flag has a number that shows which numbered playing piece on the board your cards represent. Place your flag on the cards when your vessel sets sail and turn the vessel card sideways to show it is at sea. The Attack Row sits above three vessel slots (Slot 1, Slot 2, Slot 3); there is no significance as to which slot a vessel is assembled in.
Hex Spaces
Each hex space on the gameboard is roughly 75 miles across in real-life. The hexes that vessels can move in are: the completely enclosed white hexes, the red and black hexes (Attack Locations), and the blue hexes (Havens). The dark outline hexes that cross over certain land masses are for use only with the Advanced Wind, Weather and Hurricane Rules (see page 17).
A vessel can move through the same hex that another vessel is in, including an opponent's vessel, with no effect or required combat, but no two vessels can ever occupy the same hex.
Attack Locations
The red and black hexes represent the locations of historical pirate and buccaneer Attacks. These correspond to Attack cards with the same coordinate. You must have the Attack card and your Attack Row and move a playing piece to this location to attempt to complete the Attack. Any player's vessel can enter any Attack hex whether they have the Attack card or not.
Note: To reach Attack Location B11 on the gameboard, you must simply move through hex B10.
Havens
The blue hexes on the gameboard correspond to, and are represented by, Haven cards that are labeled with the same coordinate. You cannot move into another player's Haven hex, or attack a player's vessel that is in its own Haven hex. You can move into a Haven hex that does not belong to another player, there is no advantage or disadvantage. You can move your vessel to your own Haven hex choosing not to secure your booty (if any is aboard), and not lose your vessel. The vessel is still at sea and you cannot upgrade or change it in any way. The only advantage is that it cannot be attacked by another player's vessel. You can still sail other vessels out of your Haven.
White Barriers
The thick white lines delineate places on the map that a vessel cannot sail across such as land masses, islands and cays. A vessel cannot move directly over these lines or attack another player's vessel when a white barrier separates the hexes they are in.
The Isle of Pines: "X" Marks the Spot
Marked by the gold hex with an "X" on the gameboard, the Isle of Pines is a large island off the coast of Cuba that is mostly covered with pine forests. Discovered by Columbus during his third voyage to the New World, it was the site of Rock the Brazilian's buried treasure and was used by buccaneers such as Laurens de Graff as a place to rendezvous and clean their vessels. Over the years seamen have known the island by nicknames such as the Isle of Parrots and Treasure Island. The island is frequently in the path of hurricanes and since 1978 it has been known as the Isle of Youth.
Rollin' the Bones
While playing SeaRovers you will attempt to complete Attacks, engage in ship-to-ship battles, fight duels, and encounter other situations that require you to "roll the bones" to determine the outcome. These die rolls are called Attack, Saving and Combat Rolls. In each type, two opposing players will roll a number of dice. Each roll is a round and all rounds are resolved consecutively during the Action Phase of a single turn.
Before each round, the players must announce the number of dice they are rolling. An Instant or History card that is played to add to a player's Attack, Saving, or Combat Roll, must be played before the die roll is made. The dice are rolled simultaneously and the winner is determined by comparing the highest pair. If the highest pair are tied, compare the next highest pair and so forth until a winner of the round is determined (see the examples on page 15). If the result is an exact tie, or if one player has fewer dice than the other and the last pair compared were tied, the round is a Standoff. Different rules apply for a Standoff depending on whether it is an Attack, Saving or Combat Roll.
Attack Rolls
Attack Rolls are made when a player attempts to complete an Attack. The attacking player rolls the number of dice equal to his vessel's total strength, and an opposing player of his choice, rolls the number of dice equal to the Attack card's strength. Attack battles can have multiple rounds (see Taking Damage on page 16) which are resolved consecutively.
The attacking player can choose to withdraw from an Attack battle after any round that he loses, and the vessel is not defeated, or that ends in a Standoff. His playing piece remains in its present position on the Attack Location and he may attempt to complete the Attack during a later turn. He can also choose to continue the present Attack battle until he wins, withdraws or is defeated (see Vessel Defeats on page 16).
Note: Die rolls made when attempting to complete an Attack are not Combat Rolls. Therefore an Instant card that adds to a Combat Roll cannot be used. Likewise, a History card that adds to an Attack Roll can only be used when attempting to complete an Attack, not when attacking another player's vessel (see 1. Player Versus Player Combat below).
Below are three examples of how opposing die rolls are resolved. (The dice themselves are shown in the manual's diagrams; the text below gives the pairs compared and the result as labelled there.)
- Example 1: Pairs compared are the Highest Pair, the Second Highest Pair and the Third Highest Pair. Result: Player 1 wins the round.
- Example 2: Only the Highest Pair is compared. Result: Player 2 wins the round.
- Example 3: The Highest Pair is compared, then the Next Highest Pair. Result: The round is a Standoff.
Note: This is a Standoff because a player is never penalized for having fewer dice, therefore the result of a round in which a player rolls a single die and gets a six, must either be a win for that player or a Standoff.
Saving Rolls
Saving Rolls are made when a player's captain must defend against the effect of a Wild card stating "Captain save vs...". The defending player rolls the number of dice equal to the number of skulls shown at the bottom of the captain's card, and the player of the Wild card rolls the number of dice stated on the Wild card. If the captain wins, the Wild card is defeated and placed on the Discard Pile. A Standoff is re-rolled and repeated if necessary until a winner is determined. If the captain loses, the Wild card's stated effect happens.
Combat Rolls
Combat Rolls are made when two players' vessels engage in ship-to-ship combat, or when a player's vessel must engage in combat versus a Wild card. Battles involving Combat Rolls can have multiple rounds (see Taking Damage on page 16) which are resolved consecutively. The two types of Combat Rolls are described below:
1. Player Versus Player Combat
This type of combat is a ship-to-ship battle between the vessels of two opposing players. Any vessel that moves into proper position can attack an opponent's vessel (see D. Attack an Opponent's Vessel on page 10).
Attempt to Invoke Parley. Before any ship-to-ship combat round, the defender may attempt to invoke parley. This means he can try to negotiate with the attacker. If both players decide to parley, only pieces of eight can be exchanged from the defender's vessel to the attacker's vessel, in return for safe passage.
If a battle ensues, each player makes a Combat Roll and rolls the number of dice equal to their vessel's total strength. Vessels engaged in ship-to-ship combat may be able to take damage (see Taking Damage below), and the combat can result in the defeat and looting of the opposing vessel by the victor (see Vessel Defeats below).
Note: A Standoff is re-rolled. If a Standoff occurs on the re-roll, the defender can choose to evade the attacker or continue the battle (re-rolling again). If he chooses to evade, the battle ends leaving both vessels in their present position.
Note: The defender can choose to evade the attacker if he wins a round, but if he chooses to evade, the attacker takes no damage for the round and the battle ends leaving both vessels in their present position.
Note: The attacker can choose to withdraw from the battle after any round he wins, but if he chooses to withdraw, the defender takes no damage for the round and has the choice of continuing the battle thus becoming the attacker, or to also withdraw, ending the battle and leaving both vessels in their present position.
2. Player Versus Wild Card Combat
This type of combat occurs when a player's vessel has a Wild card played on it stating "Combat vs... ." The player of the Wild card makes a Combat Roll and rolls the number of dice stated, and the defending player makes a Combat Roll and rolls the number of dice equal to his vessel's total strength. The defending player may be able to take damage (see Taking Damage below). A Standoff is re-rolled and repeated if necessary until a winner of the round is determined.
The defending player must win only one combat round to defeat a Wild card. If a vessel is defeated by a Wild card, the Wild card and cards for the defeated vessel are placed on the Discard Pile. Any booty aboard the vessel is returned to the treasury and the vessel's playing piece is removed from the board. If the Wild card is defeated, it is placed on the Discard Pile.
Taking Damage
A vessel engaged in battle with a set of great guns and/or a crew card aboard, has the ability to take damage when a round of battle is lost. The losing player can remove one of these cards (their choice) as the damage received for losing that round. The card is placed on the Discard Pile, and consequently the vessel's total strength is diminished.
Vessel Defeats
If a player's vessel has only a captain aboard, and he loses a round of battle, the vessel is defeated. The captain and vessel cards are placed on the Discard Pile, and the vessel's playing piece is removed from the board. Any booty aboard the vessel is returned to the treasury, unless the vessel is defeated in Player Versus Player Combat as described below.
When a vessel is defeated in Player Versus Player Combat, the captain is fatally wounded and the vessel is heavily damaged. As a result, the victor can quickly search and loot the defeated vessel's booty (if any) before it plunges into the sea. To determine how much booty is found, the victor rolls one die. The result is the maximum number of pieces of eight that is plundered.
You cannot take more booty from a vessel than is aboard, and no cards can be taken from a defeated vessel. After the vessel is looted, both the captain and vessel card are placed on the Discard Pile, and the playing piece representing the vessel is removed from the gameboard. Any booty aboard the vessel that was not plundered is returned to the treasury.
Winning the Game
Standard Game
The object of the game in SeaRovers is to secure the most booty. For every five silver pieces of eight that you secure in your permanent supply of booty, you receive one gold doubloon (see Gold Doubloons on page 12). The first player to gain the designated number of gold doubloons wins the game. Below are the victory conditions for a 2, 3 or 4-player standard game:
- 2-Player Game: 6 gold doubloons (30 pieces of eight)
- 3-Player Game: 5 gold doubloons (25 pieces of eight)
- 4-Player Game: 5 gold doubloons (25 pieces of eight)
Note: The length of the game can easily be adjusted. For shorter or longer games, players can agree at the start of the game on the number of gold doubloons they will play to.
Tournament and Campaign Games
Tournament games are played to six gold doubloons regardless of the number of players. For extended campaign games players can choose to play to seven gold doubloons.
Solitaire Game Rules
Run out the guns! The SeaRovers solitaire game is designed to hone your skills at efficient card-play, hand management and strategic planning. The game setup and rules are the same as in the multi-player game with the following changes:
- At the start of the game set aside a stack of ten gold doubloons to use as a turn counter. At the end of each turn, turn over one of the gold doubloons.
- During your Draw Phase you cannot draw from the top of the Discard Pile.
- You must roll any opposing Attack, Saving and Combat Rolls (for Wild cards). Use one color of dice for your roll, and the other color of dice for the opposing die roll. That way you can easily roll them simultaneously.
- At the start of your Action Phase you must pay the card cost and play any Wild cards that are in your hand on your own cards if possible. You can choose which cards to play them on if multiple plays exist.
Strategy Tip: Use your Discard Phase wisely to get rid of your Wild cards. If you have more than one Wild card in your hand that you need to get rid of, be sure to save enough pieces of eight during your turn so that you can pay for discarding up to two additional cards.
To win the game you must collect six gold doubloons by the end of your tenth turn. It's a challenge but it can be done. If you win, remember how many turns it took and try to beat your record next time, or go for seven gold doubloons!
Advanced Wind, Weather and Hurricane Rules
If you like the wind at your sails, visit our website at www.HistoryInActionGame.com and go to the free downloads section to download the Advanced Wind, Weather and Hurricane Rules. These rules feature an advanced movement system based on the wind, weather and individual sailing characteristics of each vessel. They also include optional rules for a moving hurricane that sweeps across the gameboard in a realistic manner.
In the free downloads section of the website you'll also find a SeaRovers Player Reference Sheet. It's a great player aid that features many of the frequently used game rules organized to print on a single two-sided sheet. We also invite you to visit our message forums if you have any questions or comments.
Note on this transcription: the Advanced Wind, Weather and Hurricane Rules are a separate download, not part of this 44-page manual, and are not reproduced here.
Game Reference
Brief Game-Play Example
This brief game-play example will familiarize you with the basic mechanics of SeaRovers. You may find it helpful to set up your game as shown in Diagram 1. on page 18, and follow along as each turn is described.
Glenn's First Turn. Glenn begins the game with twelve pieces of eight (POE) for his supply of booty, two gold doubloons, H1 as his Haven, and the Attack cards B4, B10, B15, P5, P13 and P15 on his Attack Row. His starting vessel is a buccaneer Sloop commanded by Yankey Willems. He starts by purchasing the pirate Warship Queen Anne's Revenge from the Purchase Column for two POE. He puts the card into his hand and starts his Action Phase by changing his Haven. He places his old Haven on the Discard Pile and replaces it with Haven H7 from his hand by paying its card cost of one POE. Glenn then pays five POE to take the Warship Queen Anne's Revenge out of his hand and place it in a slot beneath his Attack Row.
This is Glenn's starting vessel. When the game begins it is assembled on the table, but not at sea. (Diagram 1 shows the game setup at the start of Glenn's first turn.)
Glenn then spends two POE to set sail and move his buccaneer Sloop commanded by Yankey Willems. He turns the Sloop card sideways to show it is at sea, puts his #1 pirate flag marker on his cards, and places his #1 playing piece on hex H7. To move, he rolls two dice and adds one to the total (as shown on the Sloop, 2 dice +1, re-roll ones). He rolls a three and a four and adds one for a total of eight. He then moves his playing piece six spaces to hex B4, a buccaneer Attack Location.
Next, Glenn attempts to complete Attack B4 and chooses Lee to roll for the Attack. He rolls four dice for his vessel (its total strength) and Lee rolls two dice for the Attack (its strength as shown on the card). The dice are compared (see Rollin' the Bones on page 13) and Glenn loses the round. He takes damage by removing his crew card and placing it on the Discard Pile (see Taking Damage on page 16). Glenn chooses to continue the Attack, and this round he can only roll three dice because of his lost crew card. Glenn and Lee roll the bones and Glenn wins the round, successfully completing the Attack.
For completing the Attack, Glenn receives three POE (the Attack's booty as shown in the lower left corner of the card). He puts the booty aboard his vessel. He can also make use of the Attack's Plunder Bonus (see page 9), a Brigantine as shown at the bottom of the card. This means he can exchange his buccaneer Sloop for a buccaneer Brigantine if: he has one in his hand, on the table and not at sea, or if there is one in the Purchase Column. Glenn has a buccaneer Brigantine in his hand, so he places the Sloop card on the Discard Pile and replaces it with the Brigantine for no cost. Glenn then places Attack B4 on the bottom of the Attack Pile face up, and draws a new Attack card from the top. He gets Attack P2 and places it on his Attack Row.
(Diagram 2 shows the game setup at the start of Glenn's second turn. The playing piece represents the vessel at sea, and the vessel card is turned sideways to show that it is at sea.)
To finish his turn, Glenn discards a card from his hand and spends his last two POE to discard one additional card. He then refills his hand to eight cards by drawing four cards from the top of the Draw Pile. Next, he takes the top card from the Draw Pile and restocks the Purchase Column to three cards. This ends his first turn.
Glenn's Second Turn. To begin his second turn, Glenn reclaims his booty and then draws a card from the Draw Pile. Next, he spends three POE to move his Brigantine. He rolls for his move (1 die +4) and gets a total of eight. He moves six spaces back to his Haven at H7 to secure the three POE aboard his vessel. He removes his playing piece from the board, places the complete vessel (the Brigantine, its captain Yankey Willems and the 6-Pounders) on the Discard Pile, and adds the three POE to his unspent supply of booty. Because Glenn now has fifteen POE in his permanent supply of booty, he collects another gold doubloon.
Glenn then spends three POE to replace Haven H7 with Haven H3 from his hand, and spends three POE to place Blackbeard aboard his Warship Queen Anne's Revenge. Next, he spends one POE to add a crew from his hand to the vessel. He then spends five POE to set sail and move Queen Anne's Revenge. He turns the Warship sideways, places his #1 pirate flag marker on his cards, and puts his #1 playing piece on hex H3. He rolls for his move (1 die +6) which includes the Captain's Historical Vessel Bonus (see page 9). He rolls a one and decides to play from his hand the History card "The Mariner's Mirror: Re-roll 1 die from any move roll." He places the History card on the Discard Pile and re-rolls the die. This time he gets a three and adds six for a total of nine, then moves his playing piece nine spaces to hex P13, a pirate Attack Location.
(Diagram 3 shows the game setup at the end of Glenn's second turn: Queen Anne's Revenge is carrying a cargo of eight POE, the booty for completing Attacks P13 and P15. Flip your pirate flag marker over after you move your vessel. This will help keep track of which vessels you have moved during a turn.)
Next, Glenn attempts to complete Attack P13 and chooses Richard to roll for the Attack. Glenn rolls six dice for his vessel and Richard rolls three dice for the Attack. The dice are compared and Glenn wins the round, successfully completing the Attack. He receives three POE for the Attack's booty and places them aboard the Warship. He places the Attack P13 card on the bottom of the Attack Pile face-up, then draws Attack B3 from the top of the Attack Pile and places it on his Attack Row. Because he completed Attack P13 with Blackbeard, Glenn gets the Captain's Historical Attack Bonus (see page 10) and can immediately move the vessel again for no cost. He makes his move roll, gets a total of ten and moves four spaces to hex P15. Next, he attempts to complete Attack P15 and chooses Lee to roll for the Attack. Glenn rolls six dice for his vessel and Lee rolls six dice for the Attack. The dice are compared and Glenn loses the round. He takes damage by removing his crew card and placing it on the Discard Pile. He chooses to continue the Attack, and wins the following round to successfully complete the Attack.
Glenn receives five POE for the Attack's booty and places them aboard Queen Anne's Revenge. He can also make use of the Attack's Plunder Bonus which is a crew, and takes a pirate crew card from the Purchase Column at no cost and places it aboard the vessel. He places the Attack P15 card on the bottom of the Attack Pile face-up, then draws Attack P10 from the top of the Attack Pile and places it on his Attack Row. Glenn ends his Action Phase, then discards a card from his hand and draws three cards from the top of the Draw Pile to refill his hand to eight. To end his turn, Glenn takes the top card from the Draw Pile and restocks the Purchase Column to three cards.
The Playing Cards
The playing cards included with SeaRovers are designed to provide endless game-play possibilities. The Attack cards, vessel cards (Sloops, Brigantines, 3-Mast Ships and Warships), captain cards (Buccaneers and Pirates), great guns cards (4, 6, 8, 12 and 18-Pounders), and crew cards are color-coded; buccaneer-red and pirate-black.
Note: The two different colors of dice shown on the cards have no specific meaning as to which color dice you must roll. They are simply a graphic design element.
The 136-card deck breaks down as follows:
- 32 Attack cards: 16 Buccaneer, 16 Pirate
- 22 Vessel cards: 4 Warships, 6 3-Mast Ships, 4 Brigantines, 8 Sloops
- 22 Captain cards: 11 Buccaneers, 11 Pirates
- 14 Great Guns cards: 2 4-Pounders, 2 6-Pounders, 4 8-Pounders, 2 12-Pounders, 4 18-Pounders
- 14 Crew cards: 7 Buccaneer, 7 Pirate
- 11 Wild cards
- 8 Haven cards
- 8 History cards
- 5 Instant cards
Attack Cards
These cards represent historic Attacks carried out by the buccaneers and pirates of the Caribbean. Each Attack card corresponds to an Attack Location on the gameboard and has a strength rating shown as a number of dice at the top. This is the number of dice a player's vessel must roll against to successfully complete the Attack (see Attack Rolls on page 14).
When an Attack is completed, you receive the booty (the number of pieces of eight shown in the bottom left corner of the Attack card), and you may be able to gain the Attack's Plunder Bonus which could allow you to upgrade or change your vessel (see C. Complete Attacks to Gain Booty and Plunder Bonus on page 9).
Haven Cards
Havens represent the home ports and hideouts of the Caribbean's most notorious buccaneers and pirates. Each Haven card has a coordinate that corresponds to a Haven hex on the gameboard (see Havens on page 14). The number in the bottom left corner of the card is the cost you must pay to bring the Haven card out of your hand and replace your Haven card that is on the table (see E. Change Your Haven on page 10).
Captain Cards
The captain cards are labeled in the upper left corner, "Buccaneer" and "Pirate." Each captain card has a strength rating that is shown as a number of dice at the top of the card. This is the number of dice the captain contributes to an assembled vessel's total strength. The skulls at the bottom of the captain card represent the captain's nautical and piratical skills: such as sailing, navigation, hand-to-hand combat, and command ability. The number of skulls is the number of dice the captain uses when making Saving Rolls (see page 15).
Some captain cards are labeled with Attack Location coordinates that show the historical Attacks the captain participated in. If the captain completes one of these Attacks, the vessel he commands can immediately move again at no cost (see Captain's Historical Attack Bonus on page 10). Certain captains also have named vessel cards in the deck such as Blackbeard's Warship Queen Anne's Revenge. When a captain is in command of his own vessel, he gains one extra space per move (see Captain's Historical Vessel Bonus on page 9).
Vessel Cards
The vessel cards represent Sloops, Brigantines, 3-Mast Ships and Warships that the buccaneers and pirates of the Caribbean sailed. In the realm of the game, each vessel card represents that type of vessel with a minimal crew and a light armament of great guns. That is why you can set sail with only a captain and vessel.
By adding a set of great guns and a crew card to your vessel, you can increase its firepower and give it the ability to take damage (see Taking Damage on page 16). Each vessel card also shows the size great guns it can be armed with. The number in the bottom left corner of the card is the card cost you must pay to bring the card out of your hand and place it on the table. It is also the vessel's move cost, the cost you must pay to move the vessel each turn (see B. Set Sail and Move Your Vessels on page 8). Each vessel card also shows its move rate. This is the move roll you make to determine the number of hex spaces your vessel can move on the board. For example, a Sloop has a move rate of 2 dice +1 (re-roll ones), this means you roll two dice and re-roll any ones until you roll a number other than one. Then add one to the total to generate a number between five and thirteen.
Each vessel that is at sea can only carry a certain amount of booty (silver pieces of eight), this is its cargo limit (shown as Cargo plus a number on the card). When a vessel has reached its cargo limit, it can still be used to attempt Attack Locations or attack opponents, it just cannot have any more booty placed aboard.
Note: When a vessel reaches its cargo limit, turn the top piece of eight over so that the dark side is facing up. This is an easy way to keep track of vessels that cannot carry more booty.
There are several named vessels from buccaneer and pirate history in SeaRovers. If a named vessel is under the command of its historical captain (such as Blackbeard aboard his Warship Queen Anne's Revenge), you gain one extra space per move. Other captains (of the same type) can command named vessels, they simply do not receive the move bonus (see Captain's Historical Vessel Bonus on page 9).
Great Guns Cards (4, 6, 8, 12, and 18-Pounders)
These cards represent a set of great guns (an old term for cannons). They are named based on the weight of the shot that they fired and each size has a strength rating shown as a number of dice at the top. This is the number of dice that the great guns contribute to an assembled vessel's total strength.
Only one set (one card) of great guns can be placed aboard a vessel, and they must be a size (shown as Guns on the vessel card) that the vessel can accept. For example, a 3-Mast Ship and Warship can be mounted with all sizes of great guns, whereas a Sloop can only be armed with 4, 6, or 8-Pounders. The number in the bottom left corner of the card is the card cost you must pay to bring the card out of your hand and place it on a vessel (great guns must be placed aboard a vessel).
Crew Cards
These cards represent additional buccaneer and pirate crew members. Each crew card has a strength rating of one die, shown at the top. This is the number of dice that the crew card contributes to an assembled vessel's total strength. Only one crew card can be placed aboard a vessel. The number in the bottom left corner of the card is the card cost you must pay to bring the card out of your hand and place it on the table.
Wild Cards
Wild cards are special cards that can be played to hinder your opponents. They can only be played during the Action Phase of your own turn. To play a Wild card, you must pay the card cost shown in the bottom left corner of the card. The following rules apply:
- You can play Wild cards on your own cards (if opposing die rolls are required, you must choose another player to roll for the Wild card), and multiple Wild cards can be played on a single vessel. They are resolved independently and their durations run simultaneous.
- Any cards defeated or removed by a Wild card, along with the Wild card, are immediately placed on the Discard Pile.
- When a Wild card is played stating "cannot move for 1 turn," and the captain loses the Saving Roll, it only affects the vessel it is played on. The Wild card is placed on top of the cards representing the vessel it has been played on. Then, during the Upkeep Phase of the affected player's next turn, the Wild card is removed and placed on the Discard Pile.
- When a Wild card is played stating "Combat vs...," see the rules for Player Versus Wild Card Combat on page 16.
- When a Wild card is played stating "Captain save vs...," see the rules for Saving Rolls on page 15.
- A vessel that is at sea and under the effect of a Wild card stating "cannot move for 1 turn," can still be attacked by an opponent's vessel.
- Pieces of eight that are taken from a vessel by "The Flying Dutchman" are returned to the treasury.
History Cards
History cards are special cards that represent events surrounding the history of buccaneers and pirates of the Spanish Main. They cost nothing to play, and can only be played during the Action Phase of your own turn. The following rules apply:
- To play a History card it is simply placed on the Discard Pile, then the player gets the benefit of the card's game effect, unless it is negated by an Instant. Multiple History cards can be played in any combination during the Action Phase of a player's single turn.
- A History card that adds to a vessel's move can be played before or after the initial move roll is made, but not after a vessel has moved and stopped to perform an action (such as attempt to complete an Attack, attack an opponent's vessel, or find buried treasure). If you stop short of your move roll number (such as to perform an action), any spaces that you have left over are lost. The History card can only be used for one die roll.
- When "The Jolly Roger" is played, it can only be used while a player is attempting to complete an Attack Location, not when attacking another player. It can only be used for one Attack round (one roll).
- To play the "Buried Treasure" History card, a player must first move a vessel to the Isle of Pines (marked by the gold hex with an "X" on the gameboard), and then play the card by placing it on the Discard Pile. If it is not negated by an Instant card, the player finds the buried treasure of four pieces of eight and places them aboard the vessel.
Instant Cards
These are powerful cards that can be played at any time during the game, in any number or combination, with certain restrictions, whether it is your turn or not. They cost nothing to play and the following rules apply:
- To play an Instant card it is simply placed on the Discard Pile, then the player gets the benefit of the card's game effect, unless it is negated by another Instant.
- An Instant card that adds to a Combat or Saving Roll, can only be used for one round (one die roll), and it must be played before the die roll is made.
- The Instant card "Letter of Marque: Negates any Wild card" can be played on a Wild card after you first attempt to defeat it by Combat or a Saving Roll. If you fail to defeat the Wild card, you can immediately play the Instant to negate it.
- If an Instant card is played between turns, the Instant card and any cards negated by it, are placed beneath the last player's discard on the Discard Pile. This is so that the top card of the Discard Pile at the beginning of each player's turn, is always the last player's discard.
Frequently Asked Questions
- Q: Can I set sail and move a vessel that only has a captain aboard? A: Yes.
- Q: Do I always have to discard the entire vessel, including the captain, great guns and crew, when I return it to my Haven to secure its booty? A: Yes.
- Q: Can I discard a vessel that I am assembling or that is at sea? A: Yes, during the Action Phase of your turn you can discard (burn) any vessel (including captain, great guns and crew), regardless of whether it is at sea or not. You can also discard any card from a vessel (only during your Action Phase, not during your Discard Phase).
- Q: Can I return a vessel with no booty to my Haven to upgrade it? A: No. However, you can return to a vessel to your Haven and simply have it rest in that hex. The only advantage is that it cannot be attacked by another player (but it is still vulnerable to Instant and Wild cards).
- Q: Can I move the captain, great guns, or crew from one vessel to another that are not at sea? A: Yes, as long as they are moved to the same type of vessel (buccaneer to buccaneer, or pirate to pirate), and the vessel can be armed with that size of great guns (following the rules for assembling a vessel).
- Q: Can I move booty, captain, great guns, or crew, between two of my vessels that are at sea? A: No.
- Q: Can I upgrade (add a crew or great guns) or change a vessel that is at sea? A: Yes, but only by using the Plunder Bonus gained for completing an Attack. No situation allows you to change the captain of a vessel that is at sea.
Historical Reference
Note on this transcription: the manual's Historical Reference pages (the card-by-card history essays, the Timeline of the New World, the Age of Buccaneers and Golden Age essays, the Pieces of Eight and Infamous Designs pages, the Gameboard Map page, Bibliography, Credits, Contact and Dedication) are historical background and attribution rather than rules, and are not reproduced. The Glossary of Terms is transcribed in full.
Glossary of Terms
- Aft: Situated at the back or stern part of a vessel.
- Boatswain or Bosun: The officer on a vessel in charge of the sails, rigging and other gear.
- Bow: The front or forward part of a ship or boat.
- Bulkhead: A vertical partition inside a ship.
- Burden: The tonnage or carrying capacity of a ship.
- Careen: The process of beaching a vessel and hauling her over on her side in order to burn barnacles from her bottom, seal seams and replace planking.
- Consort: A companion vessel sailing in the company of a pirate ship.
- Fathom: A nautical unit of measurement used to describe the depth of water. Equal to approximately six feet.
- Filibuster: Derived from the French word filibustier, it was another name for a French buccaneer.
- Fireship: An unmanned vessel used as a weapon by igniting it and sending it to drift towards an enemy vessel.
- Flotilla: A small fleet or squadron.
- Fore: Situated in front. The front part of a vessel at the bow.
- Another name for a pirate.