Skull Tales: Full Sail! – Pirates! Expansion
Skull Tales: Full Sail! – Pirates! Expansion Rulebook
Table of Contents
Table of Contents
Pillage and Plunder Mode (Player Versus Player)
This expansion includes: 23 PvP Pirate cards, 11 Gear cards, 6 Character cards, 6 tokens, 6 miniatures and this rulebook.
Recruit your Gang
Use the following rules for 2-4 player games..
- Deal Pirates: shuffle the Pirate cards (except Roger and Ember) and deal each player an equal number of cards. Any remaining cards (if any) are returned to the box without being revealed.
- Choose Pirates: each player looks at their cards and chooses one. They then pass their the remaining cards to the player to their right. Keep going until all players have chosen 3 Pirate cards. Return the cards that no player has chosen to the box.
- Destiny Points: all players add up the Cost of their Pirate cards. For every 2 points under 90, the player gains 1 Destiny Point (orange Destiny Point icon) up to a maximum of 3. These (orange Destiny Point icon) are shared by the whole Gang.
Setup
After all Gangs have been formed, the player with the least valueable Gang (i.e., costing the fewest points) chooses a Scenario to play. Set up the components, Tiles, and required Enemies as described in the Scenario.
Now each player, starting with the least valuable Gang, places their Pirates in one of the deployment areas. Continue in ascending order of Gang value.
Description of a Pirate Card
The printed card layout is numbered as follows:
- Health
- Initiative
- Name
- Skills
- Melee / Damage
- Ranged / Range / Damage
- Cost
- Strength
- Agility
- Intelligence
- Movement
Traits
- (action icon): indicates that this Skill requires an action.
- If a Skill does not have the action icon, it is a passive skill with no cost that is active at all times or when a specific condition is met.
Rules
The PvP mode follows the same rules as the Adventure Phase of the core game, with the following exceptions:
Pirates
Pirates essentially act as Allies. Each may perform two actions per turn (the same or different).
The Pirates play their turns in descending Initiative order, starting with the Pirate with the highest Initiative, regardless of who controls them. In the event of a tie, the player with the least valuable Gang goes first.
Pirates may perform the following actions:
- Move: move any number of spaces up to your Pirate's Movement value.
- Attack: perform a melee or ranged attack.
- Jump/Climb: as explained in the Adventure Phase rules.
- Disengage: disengage from an Enemy your Pirate is adjacent to.
- Pick Up/Use/Drop/Trade: interact with items and other Pirates.
- Insult: gain defense dice.
- Push: push Enemies or other players' Pirates away. If you succeed, move the target to an adjacent space of your choice. The other cases described in the Adventure Phase rules also apply.
At any time, you may spend your Gang's Destiny Points (orange Destiny Point icon) on any of your Pirates to have them discard 1 (red swirl icon, not named in this document), take an additional action, or add +1 to all dice results (after the roll).
Enemies
Once all the Pirates have played their turn, it is the turn of the Enemies. Each scenario has Enemies that act according to the behavior described on their cards. If an Enemy has two or more Pirates as potential targets, use the Initiative value to decide: the Enemy targets the Pirate with the lowest Initiative. In case of a tie, they attack the most valuable Pirate. If there is still a tie, they target the Pirate from the most valuable Gang.
Unlike the standard rules, Enemies do not drop Fallen Enemy tokens when defeated (except Skeletons due to their resurrection ability). Any Pirate may spend 1 action to remove the Fallen Enemy token dropped by a Skeleton.
Special Rules for Pirate Duos
Some Pirates, such as Anne or Jolly, add a secondary Character to the Party when they are chosen.
- If you choose Anne, her loyal dog, Ember, will be added to your Gang for free. Ember does not count towards the limit of three Pirates per Gang. If you control both Characters, you'll have 2 actions and must choose who to activate with each action.
- If Ember is defeated, Anne continues playing as usual. However, if Anne is defeated, remove Ember from the board as well.
- Jolly also adds her brother Roger to the Gang for free. He does not count towards the limit of three Pirates per Gang.
- The twins have a total of 3 actions, which they can split between them. However, each twin is still limited to two actions.
Scenarios
Some Scenarios include special rules that apply throughout the course of the game or to achieve victory.
General Scenario Rules
- Every time your Pirate defeats another Pirate or an Enemy, you gain 1 Destiny Point (orange Destiny Point icon).
- Scenarios last a certain number of Rounds. Use the Adventure board to keep track of the Round countdown. When a full Round has been played move the Pirate Flag down one space.
- If the Pirate Flag reaches space '0' and no player has achieved the Scenario goal, the game ends.
- Points are awarded for defeating other Pirates and Enemies, and for achieving goals. The player with the highest score wins.
- Each defeated Enemy is worth 1 point.
- Each defeated Pirate is worth 3 points.
- The point value of each Goal is specified in the Scenario rules.
Scenario I: Raid the Governor
8 Rounds
Setup
- Place Tiles v1 to v4 and all the Enemies as indicated in the picture.
- Place a Goal token on the blue-marked space shown in the picture.
- Deployment areas are marked in green. In 2-player games, deploy the Pirates in the areas marked 1 and 2. For 3-player games, use area 3 as well. For 4-player games, use all 4 deployment areas.
- For games with 3 or more players, place 1 Bounty Hunter on each red-X marked space.
- For 4-player games, use the Enemy attributes for 4-5 Characters.
Rules
- To take the Goal token, a Pirate must be on the same space and spend 1 Action.
- If a Pirate carrying the Goal token is defeated, the token is dropped on their current space.
- At the end of the game, the Goal token is worth 10 points.
Goal: The first Pirate to take the Goal token and exit through their own deployment area wins.
Scenario II: Blackbeard's Legacy
7 Rounds
Setup
- Place Tiles i2, i4, i5, i11, i12, i13, i14, i16, s3, c1 and c6 and all the Enemies as indicated in the picture.
- Deployment areas are marked in green. In 2-player games, deploy the Pirates in the areas marked 1 and 2. For 3-player games, use area 3 as well. For 4-player games, use all 4 deployment areas.
- Place a Goal token on each deployment area.
- For games with 3 or more players, place 1 Darkclaw on each red-X marked space and 1 Longshadow on the green-X marked space.
- For 4-player games, use the Enemy attributes for 4-5 Characters.
Rules
- If a Pirate carrying a Goal token is defeated, the token is dropped on their current space.
- Each Pirate can carry up to 2 Goal tokens.
- At the end of the game, each Goal token is worth 5 points.
Goal: The Pirates must collect all the Goal tokens and place them in their own deployment area. The player with the most Goal tokens wins.
Scenario III: Settling the Score
7 Rounds
Setup
- Place Tiles v2, i7, s2, s3, s4, t1 and t2 as indicated in the picture.
- Deployment areas are marked in green. In 2-player games, deploy the Pirates in the areas marked 1 and 2. For 3-player games, use area 3 as well. For 4-player games, use all 4 deployment areas.
- For games with 3 or more players, place 1 Bounty Hunter on each red-X marked space.
- For 4-player games, use the Enemy attributes for 4-5 Characters.
- Each Pirate Gang receives 2 (orange three-circle token icon, not named in this document) and places them next to their Character cards.
Rules
- Each time one of your Pirates is defeated, you may give one of your (orange three-circle token icon, not named in this document) to the opponent who dealt the killing blow to return the Pirate to your deployment area. If defeated by an Enemy, discard that token instead.
- Enemies on Tiles i7 and s3 are not activated until the first Combat action is taken on Tile v2.
- At the end of the game, each (orange three-circle token icon, not named in this document) you have is worth 1 point (yours or otherwise).
Goal: Each Gang must eliminate all other Gangs and Enemies. The player who controls the last Gang standing wins.