Difference between revisions of "Booty for Booty deck"
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|title=The Black Spot | |title=The Black Spot | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= A hunched stranger gives one pirate the Black Spot! From now on whenever an event could negatively affect this pirate, it does. | |text= A hunched stranger gives one pirate the Black Spot! From now on whenever an event could negatively affect this pirate, it does. | ||
|flavortext= | |flavortext= | ||
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|title=The Governor's Daughter | |title=The Governor's Daughter | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= Choose one Pirate with Swaggerin' (if there are none ignore this event), they have become involved with the Governor's Daughter and must roll. 1-2 they are found out and hung! 3-4 they finish their business with the daughter and steal 1d6 Booty on the way out. 5-6 the daughter gives up her life of luxury and joins the crew as a new pirate-ess. | |text= Choose one Pirate with Swaggerin' (if there are none ignore this event), they have become involved with the Governor's Daughter and must roll. 1-2 they are found out and hung! 3-4 they finish their business with the daughter and steal 1d6 Booty on the way out. 5-6 the daughter gives up her life of luxury and joins the crew as a new pirate-ess. | ||
|flavortext= | |flavortext= | ||
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|title=Attack the Mansion | |title=Attack the Mansion | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= Some pirates are raiding the Governor's mansion. Up to 4 crew members may join the raiding. Roll and add the number of crewmen joining in. 1-4 1d6 pirates die, but the crew still manages to grab 1d6 Booty. 5-6 one pirate dies but each pirate gets 1d6 Booty, doubling this if they have Stealin'. 7+ each pirate steals 1d6 Booty and a new pirate joins the crew in admiration. | |text= Some pirates are raiding the Governor's mansion. Up to 4 crew members may join the raiding. Roll and add the number of crewmen joining in. 1-4 1d6 pirates die, but the crew still manages to grab 1d6 Booty. 5-6 one pirate dies but each pirate gets 1d6 Booty, doubling this if they have Stealin'. 7+ each pirate steals 1d6 Booty and a new pirate joins the crew in admiration. | ||
|flavortext= | |flavortext= | ||
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|title=Exceptional Service | |title=Exceptional Service | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= Each Pirate will spend an additional Booty on the essentials at this port, due to the quality of goods being particularly high. | |text= Each Pirate will spend an additional Booty on the essentials at this port, due to the quality of goods being particularly high. | ||
|flavortext= | |flavortext= | ||
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|title=Under Seige | |title=Under Seige | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= The port is being bombarded by a rival. If the crew with to dock here they must roll first. 1-2 the ship is hit by cannonfire and 1d6 pirates are killed. 3-4 the fire hits the store and all grog is lost. 5-6 the ship makes it to port safely and may trade as normal. | |text= The port is being bombarded by a rival. If the crew with to dock here they must roll first. 1-2 the ship is hit by cannonfire and 1d6 pirates are killed. 3-4 the fire hits the store and all grog is lost. 5-6 the ship makes it to port safely and may trade as normal. | ||
|flavortext= | |flavortext= | ||
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|title=Grog Sale | |title=Grog Sale | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= Grog is half price here! 2 Grog may be bought for 1 Booty. | |text= Grog is half price here! 2 Grog may be bought for 1 Booty. | ||
|flavortext= | |flavortext= | ||
Line 1,046: | Line 1,046: | ||
|title=Old Enemy | |title=Old Enemy | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= One pirate must fight an old foe. Roll and add Swashbuckin' and Shootin'. 1-3 the pirate is killed dead. 4-6 the pirate wins the fight and steals 1 Booty from the corpse. | |text= One pirate must fight an old foe. Roll and add Swashbuckin' and Shootin'. 1-3 the pirate is killed dead. 4-6 the pirate wins the fight and steals 1 Booty from the corpse. | ||
|flavortext= | |flavortext= | ||
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|title=Fire | |title=Fire | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= This port is ruined by a recent fire. Only 2d6 Booty is available for trade but the crew will not spend any Booty on the essentials, as the required establishments are burnt down. | |text= This port is ruined by a recent fire. Only 2d6 Booty is available for trade but the crew will not spend any Booty on the essentials, as the required establishments are burnt down. | ||
|flavortext= | |flavortext= | ||
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|title=Business Opportunity | |title=Business Opportunity | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= There's a chance to make some serious Booty on a risky purchase. The goods cost 10 Booty and are apparently in high demand at a nearby port. If the crew buy the goods they may try to sell them next time they arrive at a port, rolling. 1-3 the goods aren't in demand afterall and will only be sold for 1 Booty. 4-6 the deal has worked and the goods can be sold for 30 Booty! | |text= There's a chance to make some serious Booty on a risky purchase. The goods cost 10 Booty and are apparently in high demand at a nearby port. If the crew buy the goods they may try to sell them next time they arrive at a port, rolling. 1-3 the goods aren't in demand afterall and will only be sold for 1 Booty. 4-6 the deal has worked and the goods can be sold for 30 Booty! | ||
|flavortext= | |flavortext= | ||
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|title=Settling Down | |title=Settling Down | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= This place is nice! Roll for each pirate. Any that roll a 1 decide to give up the pirate life and settle down here. | |text= This place is nice! Roll for each pirate. Any that roll a 1 decide to give up the pirate life and settle down here. | ||
|flavortext= | |flavortext= | ||
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|title=Scum and Villainy | |title=Scum and Villainy | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= This place isn't so nice. Roll for each pirate. Any that roll a 1 are killed and left in a gutter. Any that roll a 2 are robbed of 1 Booty and any that roll a 3 just get into a few scraps and eat some bad food. All others manage to stay out of trouble. | |text= This place isn't so nice. Roll for each pirate. Any that roll a 1 are killed and left in a gutter. Any that roll a 2 are robbed of 1 Booty and any that roll a 3 just get into a few scraps and eat some bad food. All others manage to stay out of trouble. | ||
|flavortext= | |flavortext= | ||
Line 1,091: | Line 1,091: | ||
|title=High Demand | |title=High Demand | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= If the crew has any booty part of it is of great value to the residents here. They can trade this 1 Booty for 15 Booty! | |text= If the crew has any booty part of it is of great value to the residents here. They can trade this 1 Booty for 15 Booty! | ||
|flavortext= | |flavortext= | ||
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|title=Special Offer | |title=Special Offer | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= There's an offer on Grog here. 20 Grog for just 19 Booty! It tastes strange, though. | |text= There's an offer on Grog here. 20 Grog for just 19 Booty! It tastes strange, though. | ||
|flavortext= | |flavortext= | ||
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|title=Legendary Sea Dog | |title=Legendary Sea Dog | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= A new legendary pirate joins the crew. Choose any type of legendary pirate from the list. | |text= A new legendary pirate joins the crew. Choose any type of legendary pirate from the list. | ||
|flavortext= | |flavortext= | ||
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|title=Disease Hole | |title=Disease Hole | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= Roll for each pirate. Any that roll a 1 or 2 gain the Seasick weakness until they next reach a Port. | |text= Roll for each pirate. Any that roll a 1 or 2 gain the Seasick weakness until they next reach a Port. | ||
|flavortext= | |flavortext= | ||
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|title=Burning Love | |title=Burning Love | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= There's a nasty infection going around Port. Roll for each pirate. Any that roll a 1 catch the infection and word spreads. They gain the Scummy weakness permanently. | |text= There's a nasty infection going around Port. Roll for each pirate. Any that roll a 1 catch the infection and word spreads. They gain the Scummy weakness permanently. | ||
|flavortext= | |flavortext= | ||
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|title=Witch Hunt | |title=Witch Hunt | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= The captain is accused of being a Witch! The crew can either let him burn or try to rescue him. If the crew do, roll and add Shootin' and Swashbucklin'. 1-5 1d6 other Pirates are killed, as well as the Captain, before they flee back to their ship. 6+ the rescue attempt works and the crew all escape! | |text= The captain is accused of being a Witch! The crew can either let him burn or try to rescue him. If the crew do, roll and add Shootin' and Swashbucklin'. 1-5 1d6 other Pirates are killed, as well as the Captain, before they flee back to their ship. 6+ the rescue attempt works and the crew all escape! | ||
|flavortext= | |flavortext= | ||
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|title=I'm Comandeering this Ship | |title=I'm Comandeering this Ship | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= An insane navy officer demands to take control of the ship. If the crew let him he joins the crew immediately, as a new Pirate, and becomes Captain. If they refuse the Captain will have to duel the officer, roll and add Swashbucklin'. 1-3 the officer kills the Captain dead and takes command of the ship. 4+ the officer is killed and the crew must leave port immediately. | |text= An insane navy officer demands to take control of the ship. If the crew let him he joins the crew immediately, as a new Pirate, and becomes Captain. If they refuse the Captain will have to duel the officer, roll and add Swashbucklin'. 1-3 the officer kills the Captain dead and takes command of the ship. 4+ the officer is killed and the crew must leave port immediately. | ||
|flavortext= | |flavortext= | ||
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|title=Docking Fee | |title=Docking Fee | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= If the crew wants to dock here it will cost them 5 Booty, or else they must keep on sailing. | |text= If the crew wants to dock here it will cost them 5 Booty, or else they must keep on sailing. | ||
|flavortext= | |flavortext= | ||
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|title=Labour Strike | |title=Labour Strike | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= Roll for each pirate. Any that roll a 6 spend their time at port joining in the labour strikes, moved by the plight of the workers, rather than spending their Booty in the normal way. When the ship leaves port they come along as normal. | |text= Roll for each pirate. Any that roll a 6 spend their time at port joining in the labour strikes, moved by the plight of the workers, rather than spending their Booty in the normal way. When the ship leaves port they come along as normal. | ||
|flavortext= | |flavortext= | ||
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|title=Gambling Den | |title=Gambling Den | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= The captain will head into this den and may gamble any amount of Booty. Make a roll. 1-2 they loose all the Booty gambled and are thrown out of the den. 3-4 after a while he gets bored and quits, taking the Booty with him. 5-6 he doubles the Booty but must roll again immediately! | |text= The captain will head into this den and may gamble any amount of Booty. Make a roll. 1-2 they loose all the Booty gambled and are thrown out of the den. 3-4 after a while he gets bored and quits, taking the Booty with him. 5-6 he doubles the Booty but must roll again immediately! | ||
|flavortext= | |flavortext= | ||
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|title=Fancy Ball | |title=Fancy Ball | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= The captain is invited to a fancy ball. He spends 1d6 Booty on a new outfit and must roll. 1-2 he accidentally shoots the governor in the back and the ship flees port immediately. 3-4 he pockets 1d6 Booty, eats some food and then leaves. 5-6 he is the toast of the ball! He gains Swaggerin' and a young noble decides to join the crew as a new pirate. | |text= The captain is invited to a fancy ball. He spends 1d6 Booty on a new outfit and must roll. 1-2 he accidentally shoots the governor in the back and the ship flees port immediately. 3-4 he pockets 1d6 Booty, eats some food and then leaves. 5-6 he is the toast of the ball! He gains Swaggerin' and a young noble decides to join the crew as a new pirate. | ||
|flavortext= | |flavortext= | ||
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|title=Exotic Goods | |title=Exotic Goods | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= One pirate is particularly taken by one of the local girls. He'll spend 1d6 Booty on top of the usual 1 upon arriving at this port. If this roll is a 1 he refuses to leave Port with the crew and settles down next door to her establishment. | |text= One pirate is particularly taken by one of the local girls. He'll spend 1d6 Booty on top of the usual 1 upon arriving at this port. If this roll is a 1 he refuses to leave Port with the crew and settles down next door to her establishment. | ||
|flavortext= | |flavortext= | ||
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|title=Pet Shop | |title=Pet Shop | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= One crewman spends 5 Booty on an exotic new pet. | |text= One crewman spends 5 Booty on an exotic new pet. | ||
|flavortext= | |flavortext= | ||
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|title=Quality Prosthetics | |title=Quality Prosthetics | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= For every hook, eyepatch or peg-leg the crew has it spends 1d6 Booty on fancy replacements. | |text= For every hook, eyepatch or peg-leg the crew has it spends 1d6 Booty on fancy replacements. | ||
|flavortext= | |flavortext= | ||
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|title=Con Artist | |title=Con Artist | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= The captain is conned out of 10 Booty. Roll immediately. 1-4 the con artist gets away. 5 the captain kills the con artist and takes the Booty back. 6 the captain catches the con artist and he returns the Booty and offers to join the crew. He'll join as a new Pirate with Stealin'. | |text= The captain is conned out of 10 Booty. Roll immediately. 1-4 the con artist gets away. 5 the captain kills the con artist and takes the Booty back. 6 the captain catches the con artist and he returns the Booty and offers to join the crew. He'll join as a new Pirate with Stealin'. | ||
|flavortext= | |flavortext= | ||
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|title=Wanted Sign | |title=Wanted Sign | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= One pirate is a wanted man here. If the crew leave immediately, without spending any Booty, nothing will come of it or else they must roll. 1-4 the Pirate is caught and hauled into jail for years. 5-6 the pirate manages to keep a low profile. | |text= One pirate is a wanted man here. If the crew leave immediately, without spending any Booty, nothing will come of it or else they must roll. 1-4 the Pirate is caught and hauled into jail for years. 5-6 the pirate manages to keep a low profile. | ||
|flavortext= | |flavortext= | ||
Line 1,235: | Line 1,235: | ||
|title=Pirate Attack | |title=Pirate Attack | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= While the crew are in town their ship is mercilessly raided by other pirates! The repairs will cost 10 Booty. If the ship is not repaired it must roll every week it sails. On a 1 it sinks and all pirates die. | |text= While the crew are in town their ship is mercilessly raided by other pirates! The repairs will cost 10 Booty. If the ship is not repaired it must roll every week it sails. On a 1 it sinks and all pirates die. | ||
|flavortext= | |flavortext= | ||
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|title=False Advertisement | |title=False Advertisement | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= The captain misunderstands an offer at the grog shop and trades in all his Booty for Grog. The crew must leave immediately in shame. | |text= The captain misunderstands an offer at the grog shop and trades in all his Booty for Grog. The crew must leave immediately in shame. | ||
|flavortext= | |flavortext= | ||
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|title=Parrots Wanted | |title=Parrots Wanted | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= The governor's young daughter has lost her precious parrot. If the crew has a Parrot they may sell it here for 30 Booty! | |text= The governor's young daughter has lost her precious parrot. If the crew has a Parrot they may sell it here for 30 Booty! | ||
|flavortext= | |flavortext= | ||
Line 1,262: | Line 1,262: | ||
|title=Treasure Map | |title=Treasure Map | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= The crew may buy this map for 10 Booty. If they do, the next time they need to roll an Island Event they may choose the event directly above or below the rolled result if they so wish. | |text= The crew may buy this map for 10 Booty. If they do, the next time they need to roll an Island Event they may choose the event directly above or below the rolled result if they so wish. | ||
|flavortext= | |flavortext= | ||
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|title=Smouldering Ruin | |title=Smouldering Ruin | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= This port is little more than a pile of burnt wreckage. Keep on sailing! | |text= This port is little more than a pile of burnt wreckage. Keep on sailing! | ||
|flavortext= | |flavortext= | ||
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|title=Messenger | |title=Messenger | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= If the crew take this messenger to another Port he will pay them 10 Booty. | |text= If the crew take this messenger to another Port he will pay them 10 Booty. | ||
|flavortext= | |flavortext= | ||
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|title=Powderstore Explosion | |title=Powderstore Explosion | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= While the crew are in town there's a huge explosion! Roll for each pirate. Any that roll 1-2 are killed by the blast. | |text= While the crew are in town there's a huge explosion! Roll for each pirate. Any that roll 1-2 are killed by the blast. | ||
|flavortext= | |flavortext= | ||
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|title=Fortune Teller | |title=Fortune Teller | ||
|type=Port Happenings | |type=Port Happenings | ||
|bgcolor= | |bgcolor=0F0 | ||
|text= The Fortune Teller proclaims one pirate will have exceptional luck! They may treat any dice rolled for them (as long as it only affects them!) as a 6 from now on. However, if the roll is a natural 1 the luck runs out and the effect is removed instantly. | |text= The Fortune Teller proclaims one pirate will have exceptional luck! They may treat any dice rolled for them (as long as it only affects them!) as a 6 from now on. However, if the roll is a natural 1 the luck runs out and the effect is removed instantly. | ||
|flavortext= | |flavortext= |
Revision as of 07:35, 24 May 2010
Booty for Booty | |
---|---|
Designers | SUPERSUGA, Jacoby |
Date | 3/18/2010 |
Players | 1-4 |
This is an unfinished deck. It is incomplete, and is not playable. | |
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.) | |
![]() | |
This deck is locked. Further cards should not be added - leave feedback on the talk page. |
Booty for Booty is a Dvorak version of the game of the same name, originally made by SUPERSUGA for the Penny Arcade IRC channel and forums.
You are the captain of a surly pirate crew, hoping you can one day get enough booty to trade it in for a mansion and a wife. Not before you've had a few more years of adventure though!
Special Rules
Makin' Yer Crew
Your crew will start with 8 pirates, but you will be able to get more during the game.
Strengths
When you make a new pirate, you start by finding his Strength. Roll a d6 and check the Strength Table.
Strength Table | ||
---|---|---|
Result | Strength | Description |
1 | No Strength | Roll on Weakness Table instead. |
2 | Swashbucklin' | Stabbin', Tauntin' and Swingin' on ropes all included. |
3 | Swaggerin' | Wearing impressive hats, shouting loudly and inspiring fear in others. |
4 | Stealin' | Finding and claiming Booty |
5 | Shootin' | Firing cannons and pistols. |
6 | Choose any! | Choose any Strength. If this is your first 6, roll again. |
A pirate can have a maximum total of 2 Strengths and Weaknesses. For example, 2 Strengths would be okay, as would a Strength and a Weakness.
Legendary Pirates
A pirate with two Strengths is a Legendary Pirate. Check the Legendary Table to see which Legendary Title that pirate has.
Legendary Table | |||
---|---|---|---|
Strength 1 | Strength 2 | Legendary Title | Description |
Swashbucklin' | Swaggerin' | The Terrible | Any Pirates put on a job with this Pirate ignore the effects of Seasick and Scrapper Weaknesses. |
Swashbucklin' | Stealin' | The Backstabber | Roll whenever this Pirate returns to Port he will murder a few people and gain 1d6 Booty. However, if this roll is a 1 they get thrown in jail until the next time the ship returns to Port. |
Swashbucklin' | Shootin' | The Bloody | Roll whenever this Pirate would be killed. On 4+ they manage to claw themselves out of the situation somehow and are unharmed. |
Swaggerin' | Stealin' | The Bastard | This Pirate has an enemy in every Port. Upon arriving in Port they must roll. On a 1 they are killed. On 2-4 they get in a few brawls but only lose a tooth or two. On 5-6 they beat up an enemy so badly they are forced to join the crew out of admiration, roll for a new crewman immediately. |
Swaggerin' | Shootin' | The Killer | Whenever you wish you may have this Pirate shoot another crewmember dead. This may interrupt any other event or happenings. |
Stealin' | Shootin' | The Plunderer | Whenever the crew gain any Booty with this Pirate present they may gain an additional d6 Booty. |
Weakness
Pirates can get a Weakness if you roll a 1 on the Strength Table, or through Events in the game.
To find your pirate's weakness, roll a d6 and check the Weakness Table.
Weakness Table | ||
---|---|---|
Result | Weakness | Description |
1 | Scummy | This pirate is so repulsive that any non-Scummy pirates will refuse to work with them on jobs. |
2 | Scaredy | Whenever there is any sort of Event that would effect this pirate (sea encounter, crew event, island event or port happening) roll. On 1-3 they hide somewhere and take no part in the event. |
3 | Seasick | Roll at the start of each week. On 1-2 the Pirate can do nothing but vomit and sleep until the next week. |
4 | Swigger | Each week this Pirate must roll. On 1-3 they consume an extra barrel of grog and must roll again. On 4+ they drink no additional Grog. If there is no Grog left for them to drink they must roll on the Sober Pirate table. |
5 | Scrapper | Roll whenever this Pirate is set on a job. On a 1 they get into a brawl with another Pirate on that job, preventing both of them from doing any work. |
6 | Feature | The pirate has no Weakness, but gains a Feature instead. |
Features
No two Pirates on a crew may be identical. If two match one of them must roll for a Feature.
For example, if a crew is rolled with three Pirates with Stealin' as their only Strength two of them must get a Feature, and they both must get different Features.
This rule also applies to new pirates that are recruited at port.
To get a Feature, roll 2d6 and check the Features Table.
Features Table | |
---|---|
Result | Feature |
2 | No Nose |
3 | Blind |
4 | Parrot |
5 | Toothless |
6 | Eyepatch |
7 | Beard |
8 | Peg Leg |
9 | Hook |
10 | Tattoos |
11 | Monkey |
12 | Two Hooks |
Finishing Touches
You should give each Pirate a name. (It's more fun that way!)
You will need to choose a Captain out of your 8 pirates. If you have any Legendary Pirates, your Captain must be one of them.
Resources
You have two Resources while playing the game.
Grog
Grog acts as fuel for the crew. If the crew doesn't have enough grog, bad things can happen!
Booty
Booty is the treasures you get during your pirate adventures. Getting 300 Booty lets you win the game, but you might have to use it, especially to get Grog.
Other Rules
Pirate Strengths
Some cards may ask you to roll and add a strength. That means you should add 1 to the roll for every Pirate with that strength.
For example, if you have 3 Pirates with Swashbucklin', and a card asks you to "roll and add Swashbucklin'", you would add 3 to the roll.
Every Ship Needs A Captain
If you ever lose the Captain, you must immediately choose a new Captain from the remaining Pirates in your Crew. If you have any Legendary Pirates remaining in your Crew, your Captain must be one of them.
Starting The Game
- Make your 8 Pirates and choose a Captain.
- You begin with 40 Grog and 0 Booty.
Playing The Game
Each turn, the Pirate Crews must do these steps.
- Each Crew must do the step before moving on to the next step.
- For example, you can't Set Course until every Crew has been divided into Job groups.
- Each Crew should roll a d6 to decide who goes first.
Step 1: Jobs
Divide your Pirate Crew into 3 Job groups.
Helm: Your Captain must be part of the Helm group. If you do not have at least 1 other Pirate in this group besides the Captain, you will have to roll on the Captain's Madness table.
Decks: These pirates keep the ship working. The more Pirates you have in this group, the less likely you are to get a Crew Event card.
Sails: These pirates keep the ship moving. The more Pirates you have in this group, the more likely you are to get to your destination.
Step 2: Set Course
- If the Captain is the only member of the Helm group, roll a d6 and check the Captain's Madness table below.
- If this makes the Captain unable to work, roll a d6 to determine your Course.
- On a roll of 1-3, you head for Port. On a roll of 4-6, you head for an Island.
- Declare your Course: Island, Port, or another Pirate Ship.
Captain's Madness Table | |
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Result | Event |
1 | The Captain fears a mutiny. No Pirate is safe! Roll 1d6 for each other Pirate. On a 1, lose that Pirate. |
2 | The Captain decides getting drunk is more entertaining than working. Lose 1d6 Grog. |
3 | The Captain is sick! Roll on the Weakness Table and give the Captain that Weakness. If they already possess this Weakness, you lose the Captain. |
4 | The Captain has had enough of the sea and desires a luxurious life on land! Change the course to Port. This course cannot be changed until you arrive. On arrival, lose 2d6 Booty. |
5 | The Captain is bored, so the Crew will have to entertain him. On your next turn, all Pirates must be placed in the Helm group. |
6 | The Captain changes course on a whim. Your course is changed to the opposite of its normal course (i.e. Port instead of Island, Island instead of Port), and cannot be changed until you arrive at your destination. |
Step 3: Swab The Decks
- Roll a d6 and add the number of Pirates in the Decks group. If this roll is 5 or less, take a Crew Event card and follow the instructions on it.
Step 4: Set Sail
- Roll a d6 and add the number of Pirates in the Sails group. The roll succeeds if you roll 6 or more (unless your Course is another Ship; see Pirate Attack!).
- If the roll succeeds, you have arrived at the destination you chose to sail towards.
- If the roll fails, you are still At Sea.
Island Destination
- When you arrive at an Island, you must choose a number of Pirates to investigate the Island. Only those Pirates' Strengths will affect rolls made on Island Exploration Cards.
- Draw an Island Exploration Card and follow the instructions.
Port Destination
- When you arrive at an Island, you will lose 1 Booty for each Pirate.
- If you go down to 0 Booty, your Pirates will steal what they need. (You do not go into negative Booty.)
- Your Pirates do not need to consume Grog while at Port. (That's what the Booty is for!)
- You can recruit a new Pirate by paying 1 Booty and 1 Grog. Create the new Pirate following the normal Pirate creation rules.
- You can bank some or all of your Booty while in Port. Banked treasures cannot be lost or used while At Sea or on an Island.
- You must draw a Port Happenings Card and follow the instructions.
At Sea
- Draw a Sea Encounters Card and follow the instructions.
Pirate Attack!
- To reach another ship, your Sail roll must beat your target's Sail roll.
- If this roll is successful, both Crews must roll and add Swashbucklin' and Shootin'.
- The loser gives 2d6 Booty to the winners. If the loser doesn't have enough Booty, they must give enough Grog to make up the difference.
- Roll a d6 for each Pirate on the losing Crew. On a 1, lose that Pirate.
- If this roll is not successful, you are still At Sea.
Step 5: Grog!
- You must use 1 Grog for every Pirate in your Crew.
- If you would run out of Grog, choose the Pirates who will get Grog. You must roll a d6 and check the Sober Pirate Table once for each remaining Pirate.
- For example, if 2 Pirates did not get Grog this turn, you would have to roll on the Sober Pirate Table twice.
Sober Pirate Table | |
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Result | Event |
1 | Abandon Ship! - The pirate leaps off the boat and swims off into the horizon, never seen again. Lose that Pirate. |
2 | Mutiny! - The pirate decides he could do a better job of running the ship.
|
3 | Beserk! - The Pirate goes into a murderous frenzy! Lose that Pirate and another Pirate of your choice. |
4+ | Fine For Now - The Pirate manages to work without Grog. |
Winning The Game
If you are the first Crew to get 300 Booty, your Pirate Captain can finally retire and settle down with a wife, a mansion, and a truly impressive hat. You win!
Card List
Crew Events
Pirates are brawlin'! Be careful or you might be thrown overboard!
Ewww! There be lice in yer beard!
Ye bloody cheater! Lock 'im in the Brig!
Some Booty is missing, we're sure of it! This calls for a recount.
The Grog has gone bad! We'll have to steal some good Grog when we get to Port.
Fight!
The crew decide to have a jig contest.
The Pirates are going stir crazy!
Pirate songs are notoriously catchy...
The pirates invent a new game involving throwing a freshly caught fish around the deck.
Where's the Grog? Where has the Grog gone? What is the current status and location of the Grog?
It's going to take a long time to fix the broken mast...
The first rule of Hook Club is...
The ship has even more rats than usual.
A ghost has been sighted on the ship.
You stole me hat! I can see it on yer bloody head!
Pirate needs limes badly!
There's a general ruckus on the deck of the ship and the captain feels some pirates need some time in The Box.
That is an infectious parrot!
Someone decides to have a night-stabbing.
Something's not right with the compass.
I've got a cunning plan!
Names are very important to Pirates.
How could termites possibly eat gold?
That doesn't look good...
I was here the whole time!
You try hanging around a bunch of dirty pirates for weeks on end without going crazy!
I'm gettin' outta here and I'm takin it with me!
The ship has even more Barnacles than normal. It's starting to look a mess. You'll have to get professional cleaning at the next Port.
Can't sail without a mast, can't fix it without sailing to Port. We're screwed...
The crew suspect this is a pearl-heavy area. Who will risk the dangerous dive?
I'll name him Mr. Crab!
After attempting to set up a Lobster Racing league one of the pirates gets a nasty snip on their hand.
One pirate decides he could do a better job of running the ship.
You could hear it clear to Bodney Bay!
A dress washes up nearby the ship and the crew haul it in. It's beautiful. Naturally, the Pirates have to fight over it.
Sea Encounters
Port Happenings
Island Exploration