Difference between revisions of "Booty for Booty deck"
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{| cellspacing="0" border="1" | {| cellspacing="0" border="1" | ||
!colspan="" | Features Table | !colspan="2" | Features Table | ||
|- | |- | ||
!Result | !Result | ||
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|- | |- | ||
|4 | |4 | ||
|Parrot | |Pet Parrot | ||
|- | |- | ||
|5 | |5 | ||
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|- | |- | ||
|11 | |11 | ||
|Monkey | |Pet Monkey | ||
|- | |- | ||
|12 | |12 | ||
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==== Finishing Touches ==== | ==== Finishing Touches ==== | ||
You should give each Pirate a name. (It's more fun that way!)<br /> | |||
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. | 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. | ||
Line 191: | Line 192: | ||
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. | 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.<br /> | |||
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 === | === Starting The Game === | ||
Line 199: | Line 208: | ||
=== Playing The Game === | === 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 ==== | ==== Step 1: Jobs ==== | ||
Line 209: | Line 221: | ||
==== Step 2: Set Course ==== | ==== Step 2: Set Course ==== | ||
* If the Captain is the only member of the Helm group, roll | * 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 | * 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. | ** On a roll of 1-3, you head for Port. On a roll of 4-6, you head for an Island. | ||
* Declare | * Declare your Course: Island, Port, or another Pirate Ship. | ||
{| cellspacing="0" border="1" | |||
!colspan="2" | Captain's Madness Table | |||
|- | |||
!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 ==== | ==== 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 buy more Grog at a cost of 1 Booty per Grog. | |||
* 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! ==== | ==== 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. | |||
{| cellspacing="0" border="1" | |||
!colspan="2" | Sober Pirate Table | |||
|- | |||
!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. | |||
* Roll and add Swashbucklin'. | |||
** On 1-5 the Pirate is defeated by the Captain and forced to walk the plank. Lose that Pirate. | |||
** On 6+ they kill the Captain! Lose the Captain. This Pirate becomes the new Captain of the ship. | |||
*** If the Captain gets this result for himself he kills one other crew member of his choice before they get the chance to Mutiny. Lose that Pirate. | |||
|- | |||
|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 === | === 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! | |||
<br clear=all /> | <br clear=all /> | ||
== Card List == | == Card List == | ||
<br clear=all /> | |||
=== Crew Events === | |||
{{card | |||
|title=Thrown Overboard | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text= Roll for each Pirate and add Swaggerin'. On a roll of 1, lose that Pirate. | |||
|flavortext=Pirates are brawlin'! Be careful or you might be thrown overboard! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Beard Lice | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text= Roll for each Pirate. On 1-2 that Pirate counts as having the Scummy Weakness until they next return to Port. | |||
|flavortext=Ewww! There be lice in yer beard! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Dice Cheat | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text= If no Pirates have Stealin' ignore this event. Otherwise one Pirate with Stealin' is put aside until the Crew next returns to Port. That Pirate is not considered to be part of the Crew, and does not consume Grog. | |||
|flavortext=Ye bloody cheater! Lock 'im in the Brig! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Booty Call | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text= Roll and add Stealin'. 1-3 Gain 1d6 Booty. 4-5 Nothing happens. 6+ Some Booty is missing! Lose 1d6 Booty. | |||
|flavortext=Some Booty is missing, we're sure of it! This calls for a recount. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Bad Grog | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text=Any Pirate that consumes Grog will count as having the Seasick Weakness. Keep this card until you return to Port, then discard it. | |||
|flavortext=The Grog has gone bad! We'll have to steal some good Grog when we get to Port. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Brawl | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text= Roll for each Pirate, adding Swashbucklin'. If you roll 6 or more, lose another Pirate. | |||
|flavortext=Fight! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Jig Fest | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text= Roll for each pirate and add Swaggerin'. The Pirate with the highest result is Jig-King until you next return to Port. That Pirate consumes 1 extra Grog. If the result is tied, roll for each Pirate and add Swashbucklin'. If you roll 6 or more, lose another Pirate. | |||
|flavortext=The crew decide to have a jig contest. | |||
|longtext=true | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | {{card | ||
|title= | |title=Cabin Fever | ||
|type= | |type=Crew Events | ||
|bgcolor=F00 | |bgcolor=F00 | ||
|text= | |text= Roll for each pirate. All those who roll a 1 or 2 must immediately roll on the Sober Pirate table as if they had no Grog. | ||
|flavortext= | |flavortext=The Pirates are going stir crazy! | ||
|creator=SUPERSUGA | |creator=SUPERSUGA and Jacoby | ||
}} | |||
{{card | |||
|title=Singsong | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text= Roll and add Swaggerin'. 1-3 No effect 4+ Any Pirates that haven't worked yet will not work this turn. | |||
|flavortext=Pirate songs are notoriously catchy... | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Flying Fish | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text=Any Pirates that haven't worked yet will not work this turn. | |||
|flavortext=The pirates invent a new game involving throwing a freshly caught fish around the deck. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Out of Grog | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text=Lose all your Grog. | |||
|flavortext=Where's the Grog? Where has the Grog gone? What is the current status and location of the Grog? | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Broken Mast | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text=The ship will not move, and no Jobs can be done, as long as you have this card. Roll a d6. On 1-2 keep this card and repeat this check next turn. On 3-6 discard this card and you may move next turn. | |||
|flavortext=It's going to take a long time to fix the broken mast... | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Hook Club | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text=If no Pirates have the Hook Feature, ignore this card. Roll once for every pirate that does not have a hook. On a 6 that Pirate gains the Hook Feature. Pirates with the Hook Feature must work in the same Job group. Keep this card until there are no Pirates with the Hook Feature. | |||
|flavortext=The first rule of Hook Club is... | |||
|longtext=true | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Rats | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text=Roll at the end of each turn until you return to Port. On a 1, lose 1 Grog. On a 2, lose 1 Booty. On a 6, a Pirate of your choice gets the Pet Rat Feature. Any other results are ignored. | |||
|flavortext=The ship has even more rats than usual. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Ghost | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text=Any pirates without Swaggerin' count as having the Scaredy Weakness until the ship next returns to Port. | |||
|flavortext=A ghost has been sighted on the ship. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Stolen Hat | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text= If the crew has at least one pirate with Stealin' and one with Swaggerin' choose one of each to be involved, otherwise ignore the event. Roll a d6. 1-3 the Pirate with Swaggerin' loses Swaggerin', and the Pirate with Stealin' gains Swaggerin' (and a new hat) 4-6 Lose the Pirate with Stealin'. | |||
|flavortext=You stole me hat! I can see it on yer bloody head! | |||
|longtext=true | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Scurvy | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text= Keep this card until you next return to Port. Roll for each Pirate. On a 1 Pirates without the Scummy Weakness gain that Weakness, Pirates with the Scummy Weakness get Scurvy, and Pirates with Scurvy are lost. | |||
|flavortext=Pirate needs limes badly! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=The Box | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text=Roll for each pirate, on a 1 they are put aside until the next time the Crew returns to Port. While they are put aside they are not part of the Crew, and use no Grog. | |||
|flavortext=There's a general ruckus on the deck of the ship and the captain feels some pirates need some time in The Box. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Bird Flu | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text= If no Pirate has the Pet Parrot Feature ignore this card. Roll for each pirate. On a 1 lose that Pirate. Keep this card and repeat this roll each turn until the Crew returns to Port. | |||
|flavortext=That is an infectious parrot! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Murder | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text=Lose one Pirate of your choice. After this roll a d6. On 1-2 choose another pirate to die. Repeat this until a 3-6 is rolled. | |||
|flavortext=Someone decides to have a night-stabbing. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Indecisive Compass | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text=Keep this card until the Crew arrives at their next destination, then roll a d6 to decide your real destination. 1-3 it is a Port, 4-6 it is an Island. | |||
|flavortext=Something's not right with the compass. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=A Plan | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text= Choose one Pirate, then randomly choose 1d6 other Pirates (but not the Captain), and set them aside. Keep this card until the next turn, then roll a d6. 1-2 lose those Pirates, 3-4 Return those Pirates to the Crew, 5-6 gain 10 Booty and return those Pirates to the Crew | |||
|flavortext=I've got a cunning plan! | |||
|longtext=true | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=A New Name | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text= Choose one pirate. They insist on changing their name to something much more impressive. It must use the following structure. [Adjective] [Name], the [Noun] of [Location]. Examples include Firey Dave, the Scourge of Azure-Bay or Dumpy Lars, the Crab of the West. | |||
|flavortext=Names are very important to Pirates. | |||
|longtext=true | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Termites | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text= Keep this card until you roll a 6. Every turn, you must roll a d6. On 1-3 that much Booty is lost, on 4-5 no effect, on a 6 discard this card. | |||
|flavortext=How could termites possibly eat gold? | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Gangrene | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text= If there are no pirates with hooks or peg legs then lose 2d6 Booty. Otherwise choose one Pirate with a Hook or Peg Leg. That Pirate cannot work until they return to port. The Pirate still consumes Grog. | |||
|flavortext=That doesn't look good... | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Stowaway | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text= Immediately roll a new Pirate and add them to the crew. | |||
|flavortext=I was here the whole time! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Ocean Madness | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text= Every pirate must immediately roll on the Sober Pirate table except the Captain, who will roll on the Captain's Madness table instead. | |||
|flavortext=You try hanging around a bunch of dirty pirates for weeks on end without going crazy! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Bootylust | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text= Roll for each pirate. On a 1 lose 5 Booty and that Pirate. | |||
|flavortext=I'm gettin' outta here and I'm takin it with me! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Barnacles | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text=Lose 3 Booty the next time you return to Port. | |||
|flavortext=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. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Mast Rot | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text= Roll, on a 1 keep this card, otherwise discard it. While you have this card, all rolls for working the Sails suffer a -5 penalty. When you arrive at Port, you can discard this card by paying 5 Booty. | |||
|flavortext=Can't sail without a mast, can't fix it without sailing to Port. We're screwed... | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Pearl Diving | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text=Choose any number of Pirates. Roll for each and add Stealin'. On 1 lose that Pirate, 2-4 no effect, 5+ gain that much Booty. | |||
|flavortext=The crew suspect this is a pearl-heavy area. Who will risk the dangerous dive? | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Pet Crab | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text=Choose a Pirate to gain the Pet Crab Feature. | |||
|flavortext=I'll name him Mr. Crab! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Lobster Racing | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text=A random Pirate cannot work next turn. They still consume Grog. | |||
|flavortext=After attempting to set up a Lobster Racing league one of the pirates gets a nasty snip on their hand. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Mutiny | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text=Choose a Pirate. That Pirate starts a Mutiny, as if he had rolled Mutiny on the Sober Pirate Table. | |||
|flavortext=One pirate decides he could do a better job of running the ship. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Argument | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text=Choose two Pirates. Those Pirates can never be put on the same Job as one another. | |||
|flavortext=You could hear it clear to Bodney Bay! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=The Prettiest Dress | |||
|type=Crew Events | |||
|bgcolor=F00 | |||
|text=Roll for each pirate, adding Swashbucklin'. On a 6 or more lose another Pirate. The Pirate with the highest roll gets the Dress. If the highest result is tied, roll again. | |||
|flavortext=A dress washes up nearby the ship and the crew haul it in. It's beautiful. Naturally, the Pirates have to fight over it. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | }} | ||
<br clear=all /> | <br clear=all /> | ||
=== Crew | === Sea Encounters === | ||
{{card | |||
|title=Giant Squid | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=Roll and add Swashbucklin'. 1-3 Lose 1 Pirate and roll again. 4-6 discard this card. 7+ discard this card and gain 10 Booty. | |||
|flavortext=A squid tries to drag you down to the abyss. Can your Crew defeat the beast? | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Iceberg | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=Choose to lose either all your Booty, all your Grog or d6 Crew members. | |||
|flavortext=The ship is torn open by an iceberg. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Helpless Ship | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=Roll and add Stealin'. You gain five times that amount of Booty. | |||
|flavortext=You board a ship with no guards at all. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Navy Attack | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=Roll and add Shootin'. 1-4 Either lose two Pirates or 2d6 Booty and 2d6 Grog. On 5-6 no effect. On 7+ gain 4d6 Booty | |||
|flavortext=The navy have got you in an ambush. This could be bad, but there might be Booty in it if your luck holds... | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Pirate Trap | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=Roll and add Shootin'. 1-2 Lose 10 Booty. 3-4 no effect. 5+ you gain twice that number in Booty | |||
|flavortext=Some fellow pirates are trying to beat you at your own game. Show 'em how it's done! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Triangle of Doom | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=Roll 3d6. If they all the dice match, lose all your Pirates, Grog and Booty. Start again with a new starting Crew and 40 Grog. | |||
|flavortext=Thousands of ships have gone missing in this part of the ocean... | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Doldrum | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=The ship will not move as long as you have this card. At the beginning of each turn, roll a die. On a roll of 4 or more, discard this card. | |||
|flavortext=The sails fall limp and the ship cannot move from the middle of the ocean | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Black Water | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=Your Course immediately changes to Port. | |||
|flavortext=The water turns dark and daunting, as if something bad is about to happen. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Native Canoes | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=You may trade your Grog for Booty at a one to one ratio. If you have a Pirate with stealin' you can trade either way at a one to two ratio instead. You may choose to gain 2d6 Booty, but if you do, you must roll and subtract Swashbucklin', losing that many Pirates. | |||
|flavortext=Some savages have sailed up to the ship in their canoes offering to trade. | |||
|longtext=true | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Sea Volcano | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=Choose one of the following to lose: A Pirate, 1d6 Booty or 1d6 Grog. | |||
|flavortext=A gush of superheated water endangers the ship. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Hurricane | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text= Roll. 1-2 lose 3d6 Booty. 3-4 you arrive at an Island, 5-6 you arrive at a Port. | |||
|flavortext=You never know where a hurricane might blow you. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Whirlpool | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=Lose either 1 Booty, 1 Grog or a Pirate and roll. 1-4 you must lose either 1 Booty, 1 Grog or a Pirate and roll again. 5-6 discard this card. | |||
|flavortext=It's a legendary hungry whirlpool that will only let the ship past if it's fed! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Big Wave | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=Choose one: Lose 1d6 Booty or roll. If you roll, on 1-2 lose all Booty, 3-4 No effect, 5-6 you immediately arrive at your destination. | |||
|flavortext=A big wave is coming. The ship can try to avoid it, or risk riding it. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Heatwave | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=Every Pirate consumes 2 Grog this turn. If they cannot, they must roll on the Sober Pirate Table as though they had no Grog. | |||
|flavortext=It's so hot! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Sharks | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=Choose one Pirate. Roll and add Swashbucklin'. 1-2 lose that Pirate. 3-4 the Pirate gains Swaggerin' 5+ the pirate gains Swaggerin' and gain 1d6 Booty. | |||
|flavortext=A Pirate is thrown overboard into shark-infested waters! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Crocs | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=Choose one Pirate. If the crew ever come across crocs again, lose this Pirate. | |||
|flavortext=A Pirate has a run-in with crocs! Shouldn't dangle your feet in the water, I guess. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=White Whale | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=The ship immediately sets Course for The White Whale, which is sailed to just like an Island or Port. When they arrive, roll and add Shootin' for the whole crew. 1-2 Lose a Pirate and d6 Booty and keep this card, 3-4 keep this card, 5+ gain 2d6 Booty and discard this card. The ship cannot go to an Island or Port while you have this card. If the Captain is lost, discard this card. | |||
|longtext=true | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Mermaids | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text= Roll for each pirate. Any who get 1-2 are set aside. Roll and add Swashbucklin' for each Pirate that was set aside. 1-3 lose that Pirate, 4+ no effect. | |||
|flavortext=The Crew spots mermaids! They're really vicious sea hags, but the Crew is too drunk to see that. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Message in a Bottle | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=If the Pirates make it to an Island on the next turn they find a new Pirate, who joins the crew. | |||
|flavortext=Just a castaway, on an island lost at sea-oh... | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Man in a Barrel | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=You may choose to roll. If you do, on a 1-2 lose a Pirate, and on 3+ gain a new Pirate. If you don't, no effect. | |||
|flavortext=The Crew finds a man floating in a barrel. He might make a good Pirate, if he doesn't have Sea Madness. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Ghost Ship | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=Roll and add Shootin'. 1-3 lose 3 Pirates 4-6 no effect (but still spooky) 7+ gain 20 Booty | |||
|flavortext=A ghost ship! Honestly! Didn't you just see that? | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Sea Rats | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=You may choose to gain 2 new Pirates or gain 2d6 Booty and 1d6 Grog. | |||
|flavortext=Some dirty pirates have left a sinking ship. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Sirens | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=Lose 2d6 Booty and 2d6 Grog. | |||
|flavortext=A haunting song lures the ship onto some rocks. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Leviathan | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=Roll and add Shootin'. 1-5 You immediately arrive (washed up) at Port. Lose all Booty and Grog, then gain 1d6 Grog. | |||
|flavortext=The legendary colossus of the sea rises and tries to swallow the ship! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Treasure Hunters | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=Choose one: Immediately arrive at an Island, but you only gain half the normal Booty or Grog, or roll and add Swashbucklin'. 1-3 lose one Pirate, 4-6 gain 1d6 Booty, 7+ gain 2d6 Booty. | |||
|flavortext=A group of treasure hunters want the pirates' help. You could help yourself to their treasures... | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Bounty Hunters | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=Roll and add Swashbucklin'. 1-3 lose the Captain, 4-5 no effect, 6+ gain 1d6 Booty | |||
|flavortext=Someone's put a price on the Captain's head and tries to take it! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Explorers | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|longtext=true | |||
|text=Choose one: Lose 5 Booty and immediately arrive at an Island, or roll and add Swashbucklin'. 1-2 no effect, 3-4 gain 1d6 Booty, 5-6 gain 2d6 Booty. 7+ gain twice that amount of Booty. | |||
|flavortext=You could pay these explorers to guide you to an Island, or you could steal all their stuff. Up to you... | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Merchant Convoy | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=Roll and add Shootin'. 1-4 Lose 1 Pirate. 5+ You may roll and add Stealin', gaining twice that much Booty. | |||
|flavortext=These ships are helpless without their escort, but the escort certainly isn't helpless... | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Ship Graveyard | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text= Roll and add Stealin'. You gain that much Booty. If the roll is a 1, lose a Pirate. | |||
|flavortext=There's plenty of Booty to steal from these wrecks, but it can be dangerous business | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Rising Island | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=You may treat the rest of this turn as if you arrived at an Island. | |||
|flavortext=Out of nowhere an island springs up out of the ocean. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=The Mist | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=You may travel as normal but when you next reach an Island or Port roll. On a 1 nothing happens. On a 2 you have reached the other type of location. On 3+ you arrive at your destination as normal. | |||
|flavortext=Navigation is impossible in this fog! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Flagship | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text= Roll and add Shootin'. 1-3 Lose 1d6 Booty and one Pirate and roll again immediately. 4-5 no effect 6+ Gain 2d6 Booty and 2d6 Grog. | |||
|flavortext=There's plenty of Booty on this huge ship, but there's plenty of cannons as well. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Cursed Ship | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=Gain 2d6 Booty. When you next reach Port or an Island, roll. If that roll is a 1 or 2 lose all of your Booty. | |||
|flavortext=It always seemed to good to be true... | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Dolphins | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=Keep this card. You may redraw the next Island Encounter or Sea Encounters card if you wish. If you do, discard this card. | |||
|flavortext=Some dolphins decide to accompany the ship, guiding them somewhere nice. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Spice Vessel | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|text=Roll and add Stealin', gaining 5 times that number of Booty. | |||
|flavortext=A helpless ship filled with valuable cargo! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Stirring Deep | |||
|type=Sea Encounters | |||
|bgcolor=00F | |||
|longtext=true | |||
|text=Choose one of the following: Lose all Pirates except the Captain, lose all Booty and Grog, or lose all Pirates, Grog and Booty, and start again with a new Pirate Crew (as though you were just starting the game). | |||
|flavortext=Shadows and shapes grasp at the ship from below. They speak in a deep voice, demanding terrible things of the Captain. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
= | <br clear=all /> | ||
=== Port Happenings === | === Port Happenings === | ||
{{card | |||
|title=We Have No Grog Today | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=You cannot buy any Grog at this Port. | |||
|flavortext=This port has no grog for sale! None at all! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=The Black Spot | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=Choose a Pirate to get the Black Spot. If you get a Card that could negatively affect a Pirate, it must affect this Pirate. | |||
|flavortext=A hunched stranger gives one pirate the Black Spot! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=The Governor's Daughter | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=Choose one Pirate with Swaggerin' (If there are none, ignore this event) to roll. 1-2 Lose that Pirate 3-4 Gain 1d6 Booty 5-6 Gain a new Pirate (who must be female). | |||
|flavortext=A Pirate in your crew has become involved with the Governor's daughter. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Attack the Mansion | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|longtext=true | |||
|text=Choose up to 4 Pirates. Roll and add the number of Pirates you chose. 1-4 Lose 1d6 of the Pirates you chose and gain 1d6 Booty. 5-6 lose one of the Pirates you chose and gain 1d6 Booty for each remaining Pirate, doubling this if they have Stealin'. 7+ gain 1d6 Booty for each Pirate you chose and gain a new Pirate. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Exceptional Service | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text= Each Pirate will spend an additional Booty at this Port. | |||
|flavortext=The quality of goods at this Port is particularly high! Should be worth spending a little extra... | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Under Seige | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=Roll. 1-2 Lose 1d6 Pirates, and you are still At Sea. 3-4 Lose all Grog, and you are still At Sea. 5-6 no effect. | |||
|flavortext=The port is being bombarded by a rival. If you want to trade at Port, you're going to have to defeat him. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Grog Sale | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=2 Grog may be bought for 1 Booty. | |||
|flavortext=Grog is half price here! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Old Enemy | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=Choose a Pirate. Roll and add Swashbuckin' and Shootin'. 1-3 Lose that Pirate. 4-6 Gain 1 Booty. | |||
|flavortext=One pirate must fight an old foe. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Fire | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=You can only spend 2d6 Booty at this Port. Your Pirates will not spend their 1 Booty at this Port. | |||
|flavortext=This Port is ruined by a recent fire. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Business Opportunity | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=You may spend 10 Booty to keep this card. The next time you arrive at Port, roll. 1-3 gain 1 Booty. 4-6 gain 30 Booty! | |||
|flavortext=There's a chance to make some serious Booty on a risky purchase, which might be valuable at the next Port. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Settling Down | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=Roll for each pirate. Any that roll a 1 are lost. | |||
|flavortext=This place is nice! Some Pirates might want to settle down here... | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Scum and Villainy | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=Roll for each pirate. Any that roll a 1 are lost. Any that roll a 2 lose 1 Booty. | |||
|flavortext=This place isn't so nice. Let's get out of here! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=High Demand | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=You can trade 1 Booty for 15 Booty. You may only do this once. | |||
|flavortext=One of your treasures is very valuable to the residents of this Port. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Special Offer | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=You may spend 19 Booty to get 20 Grog! | |||
|flavortext=Cheap Grog here! Tastes a bit strange, but it's still good. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Legendary Sea Dog | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=Gain a new Legendary Pirate of your choice. | |||
|flavortext=A new Legendary Pirate joins the crew. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Disease Hole | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=Roll for each pirate. Any that roll a 1 or 2 gain the Seasick Weakness until they next reach a Port. | |||
|flavortext=This Port is full of disease! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Burning Love | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=Roll for each pirate. Any that roll a 1 gain the Scummy Weakness permanently. | |||
|flavortext=There's a nasty infection going around Port. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Witch Hunt | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=You may roll and add Shootin' and Swashbucklin'. 1-5 1d6 other Pirates and the Captain are killed 6+ no effect. If you do not roll, lose the Captain. | |||
|flavortext=The captain is accused of being a Witch! The crew can either let him burn or try to rescue him. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=I'm Comandeering this Ship | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=You may gain a new Pirate, who immediately becomes Captain. Otherwise, roll and add the Captain's Swashbucklin'. 1-3 Lose your Captain and gain a new Pirate. 4+ you must leave Port immediately. | |||
|flavortext=An insane navy officer demands to take control of the ship. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Docking Fee | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=Either pay 5 Booty, or you are still At Sea. | |||
|flavortext=If you want to dock here, you have to pay the fee! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Labour Strike | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=Roll for each pirate. Any that roll a 6 do not spend 1 Booty at Port as normal. | |||
|flavortext=There are strikes in Port. Some of your Pirates might join in... | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Gambling Den | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=Choose any amount of Booty that you have and roll. 1-2 Lose your chosen Booty. 3-4 No effect. 5-6 Double your chosen Booty and roll again. | |||
|flavortext=The Captain's going to do a little gambling. Which might turn into a lot of gambling... | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Fancy Ball | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|longtext=true | |||
|text=Lose 1d6 Booty and roll. 1-2 The ship leaves Port immediately. 3-4 gain 1d6 Booty. 5-6 The Captain gains Swaggerin' and you gain a new Pirate. | |||
|flavortext=The captain is invited to a fancy ball. This is a great chance to impress the locals, so long as you don't accidentally kill the governor again. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Exotic Goods | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=Choose a Pirate and roll. On a 1, lose that Pirate. 2-6, that Pirate spends that much Booty on top of the usual 1 Booty at this Port. | |||
|flavortext=One pirate is particularly taken by one of the local girls. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Pet Shop | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=Lose 5 Booty and a Pirate of your choice gains either the Pet Parrot or Pet Monkey Feature (your choice). | |||
|flavortext=Parrots and monkeys for sale! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Quality Prosthetics | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=For every Hook, Eyepatch or Peg-leg Feature the crew has, lose 1d6 Booty. | |||
|flavortext=The sharpest hooks, blackest eyepatches and peggiest legs in the Seven Seas! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Con Artist | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=Roll. 1-4 lose 10 Booty. 5 no effect. 6 Gain a new Pirate with Stealin'. | |||
|flavortext=The Captain is tricked by a con man! Can he get the money back? | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Wanted Sign | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=You may leave Port immediately without spending any Booty. Otherwise, roll. 1-4 lose 1 Pirate. 5-6 no effect. | |||
|flavortext=One pirate is a wanted man here. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Pirate Attack | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=You may pay 10 Booty. If you do not, keep this card. You must roll on every turn On a 1 lose all Booty, Grog and Pirates, and start over as if you were just starting the game. | |||
|flavortext=While the crew are in town their ship is mercilessly attacked and damaged by other pirates! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=False Advertisement | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=Lose all Booty and gain that much Grog. Your Crew must leave Port immediately. | |||
|flavortext=The captain misunderstands an offer at the grog shop | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Parrots Wanted | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=If a Pirate has the Pet Parrot Feature they may lose it to gain 30 Booty | |||
|flavortext=The governor's young daughter has lost her precious parrot. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Treasure Map | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=You may pay 10 Booty to keep this card. If you do, the next time you must draw an Island Exploration Card you may discard this card to draw 3 Island Exploration Cards and pick 1. | |||
|flavortext=It's good to know where the treasure actually is. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Smouldering Ruin | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=You are still At Sea. | |||
|flavortext=This port is little more than a pile of burnt wreckage. Keep on sailing! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Messenger | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=You may choose to keep this card. If you do, the next time you arrive at Port, gain 10 Booty and discard this card. | |||
|flavortext=If the crew take this messenger to another Port he will pay them handsomely. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Powderstore Explosion | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|text=Roll for each Pirate. Any that roll 1-2 are lost. | |||
|flavortext=While the crew are in town there's a huge explosion! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Fortune Teller | |||
|type=Port Happenings | |||
|bgcolor=0C0 | |||
|longtext=true | |||
|text=Keep this card and choose a Pirate. Any natural die roll of 2 or more that affects that Pirate only is treated as a 6. Any natural die roll of 1 that affects that Pirate only is still treated as a 1, and you must discard this card. | |||
|flavortext=The Fortune Teller proclaims one pirate will have exceptional luck! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
<br clear=all /> | |||
=== Island Exploration === | === Island Exploration === | ||
{{card | |||
|title=Skull Island | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Roll and add Shootin'. 1-4 lose that many Pirates 5+ gain 3d6 Booty | |||
|flavortext=A giant ape attacks the explorers! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Paradise | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Roll for each exploring Pirate. Lose any that roll 1-3. | |||
|flavortext=Although there is no Booty on this island, it's a truly beautiful place. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Kingdom of Booty | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Roll for each exploring Pirate and add Stealin'. 1 lose that Pirate. 2-5 gain that much Booty. 6+ gain double that amount of Booty! | |||
|flavortext=This island hosts an abandoned city filled with Booty! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Native Attack | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Roll and add Shootin' and Swashbucklin'. 1-3 lose that many Pirates. 4-6 gain 1d6 Booty for each exploring Pirate. 7+ gain a new Pirate and 2d6 Booty for each exploring Pirate (including the new one). | |||
|flavortext=The natives are attacking! Can the crew fend them off? | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Castaway | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Gain a new Pirate. | |||
|flavortext=This island has no Booty but does have a single castaway! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Navy Outpost | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Do not choose Pirates to explore. Roll for the whole crew, adding Shootin'. 1-2 lose 5 Booty. 3-4 no effect. 5+ roll and add Stealin'. Gain ten times this much Booty. | |||
|flavortext=Can your crew fight off the navy? | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Volcano Island | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|longtext=true | |||
|text=Roll for each exploring Pirate. Any rolling a 1 are lost. otherwise, gain Booty equal to their roll. The crew may stay and roll as many times as they want but have a penalty to their rolls equal to the number of rolls made after the first roll. | |||
|flavortext=This volcano is covered in lost Booty! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Amazons | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=If there is a female pirate on board the crew gain 30 Booty! Otherwise roll for the exploring Pirates and add Swashbucklin. 1-5 lose all exploring Pirates. 6+ gain 5 Booty for each exploring Pirates. | |||
|flavortext=The Amazons are fierce warriors, but are generous to other warrior women. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Main Course | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Lose one exploring Pirate. Gain 2 Booty for each remaining exploring Pirate. | |||
|flavortext=There's treasure here, but one of your Crew is captured by the natives and fed to a horrible monster! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Treasure Cave | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Gain 5 Booty for each exploring Pirate, or 10 Booty for each exploring Pirate with Stealin', up to a maximum of 50 Booty. | |||
|flavortext=The explorers find a cave filled with so much Booty, they might not be able to bring it all back! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Abandoned Temple | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Roll for each exploring Pirate and add Stealin'. Gain that much Booty. | |||
|flavortext=This temple has plenty of Booty! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Ape Island | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=If one of the exploring Pirates has the Monkey Feature, gain 10 Booty. Otherwise, roll for the explorers and add Swashbucklin'. 1-3 lose that many exploring Pirates. 4-6 no effect. 7+ gain 30 Booty. | |||
|flavortext=Does anyone here speak ape? | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Docked Ship | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Gain 20 Booty and 20 Grog. | |||
|flavortext=Some idiot has left a ship here! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Crab Island | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Gain 1d6 Booty for each exploring Pirates. Give one of your exploring Pirates the Pet Crab Feature. | |||
|flavortext=No giant crabs, just regular sized, friendly crabs. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Pygmy Island | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Roll. 1-2 lose one exploring Pirate. 3-6 gain that much booty. You may repeat this roll as many times as you wish. | |||
|flavortext=The natives shoot darts at the exploring Pirates as they try to find Booty! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Monster Island | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Gain 20 Booty and lose one exploring Pirate. | |||
|flavortext=Don't worry, it's just a name. Well, there is one monster... | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Bones | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=No effect. | |||
|flavortext=Nothing but bones here. Move along. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Shipwreck | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Roll. 1-3 gain 10 Booty. 4-6 gain 10 Grog. You may choose to roll. 1-4 lose 2d6 Booty and 2d6 Grog. 5-6 gain 20 Booty. | |||
|flavortext=The crew haul up something from a ship wrecked in the coral around this island. Should they try to reach the island? | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=The Cave | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|longtext=true | |||
|text=Roll for each exploring Pirate. Any rolling 1-2 gain the Caver Feature. Whenever the ship arrives at an Island again any Pirates with the Caver Feature cannot be chosen to be an exploring Pirate. | |||
|flavortext=The exploring Pirates check all the caves nearby, but no Booty. They're still talking about caves though. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Native Wildlife | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Gain 1d6 Booty for each exploring Pirate. One exploring Pirate gains either the Pet Monkey or Pet Parrot Feature (your choice). | |||
|flavortext=It's a little weird that the boar has a ring, but we're not complaining. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Endless Jungle | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Set aside 20 Booty and roll. 1-2 Lose an exploring Pirate and roll again. 3-4 lose 1d6 of the set-aside Booty and roll again. 5-6 you gain the set-aside Booty. | |||
|flavortext=Did we take a left at that tree or the other tree that looks just like it? | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Civilisation | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=You arrive at Port. | |||
|flavortext=You're not just at any island, you're at Port! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Coral Reef | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Gain 20 Booty and lose 2d6 Grog. | |||
|flavortext=You gather precious coral but lose Grog from the stores as the coral tears your ship open. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Giant Turtle | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Gain 1d6 Booty for each exploring Pirate and roll. 1-3 you arrive at Port. 4-6 you arrive at another Island. | |||
|flavortext=This island is a giant turtle! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Mirage | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=You are still At Sea. | |||
|flavortext=The island is a mirage... better luck next time. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Tropical Fruit | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=All exploring Pirates without the Seasick Weakness gain the Seasick Weakness until you next arrive at Port and spend 1 Booty (beyond the normal 1 Booty spent at Port). | |||
|flavortext=The explorers gather some delicious fruit, but it doesn't agree with them. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Naive Natives | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=You may trade Grog for Booty at a rate of 1 Grog for 5 Booty. | |||
|flavortext=They sure do want that Grog. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Isle of the Dead | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Roll and add Swashbucklin' for each exploring Pirate. 1-2 lose that Pirate. 3-4 no effect. 5+ gain 5 Booty. | |||
|flavortext=Ghosts, Zombies and Skeletons attack the exploring Pirates! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Parrot Island | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=You may give the Pet Parrot Feature to 1d6 exploring Pirates. | |||
|flavortext=Parrots are plentiful here! No Booty, though. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Dread Lair | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Roll for each exploring Pirate. 1-4 set aside that Pirate. 5-6 gain 10 Booty for each set-aside Pirate. If all exploring Pirates are set aside, lose those Pirates. | |||
|flavortext=A narrow cave has the disctinct lure of a Booty-Hoard. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Booty Bay | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Roll and add Stealin'. 1-3 lose one exploring Pirate! You may roll again. 4+ gain 30 Booty. | |||
|flavortext=Another pirate has hidden their hoard in the caves of this island! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Fountain of Fate | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=You may choose one exploring Pirate. The next time that Pirate explores an Island they may discard the Island Exploration Card once, but must keep the new card if they do. | |||
|flavortext=They say the Fountain gives good fortune! Who will drink from it? | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Hole to Hades | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Choose one of the exploring Pirates. When you next arrive at Port, lose that Pirate. | |||
|flavortext=One pirate catches a glimpse of Pirate Hell itself! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Glittering Hoard | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Gain 10 Booty for each exploring Pirate. | |||
|flavortext=No catch, just treasure! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Buried Treasure | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=You may choose to roll. 1 lose one exploring Pirate, and you may roll again. 2-5 you may roll again. 6 gain 15 Booty for each exploring Pirate. | |||
|flavortext=There's a huge X in the middle of this island. Better hurry before the giant bird catches you! | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=The Devil's Fist | |||
|type=Island Exploration | |||
|bgcolor=DD0 | |||
|text=Gain 1d6 Booty for each exploring Pirate, as well as "The Devil's Fist". "The Devil's Fist" counts as 50 Booty but must be spent in one transaction. | |||
|flavortext=As well as finding Booty each the pirates find the legendary ruby known as the Devil's Fist. | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
<br clear=all /> |
Latest revision as of 18:07, 21 September 2010
Booty for Booty | |
---|---|
Designers | SUPERSUGA, Jacoby |
Date | 3/18/2010 |
Players | 1-4 |
This is an untested deck. Its cards are complete, but it hasn't yet been tested. | |
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.) | |
Print this deck | |
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 | Pet Parrot |
5 | Toothless |
6 | Eyepatch |
7 | Beard |
8 | Peg Leg |
9 | Hook |
10 | Tattoos |
11 | Pet 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 | |
---|---|
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 buy more Grog at a cost of 1 Booty per Grog.
- 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 | |
---|---|
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.
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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
A squid tries to drag you down to the abyss. Can your Crew defeat the beast?
The ship is torn open by an iceberg.
You board a ship with no guards at all.
The navy have got you in an ambush. This could be bad, but there might be Booty in it if your luck holds...
Some fellow pirates are trying to beat you at your own game. Show 'em how it's done!
Thousands of ships have gone missing in this part of the ocean...
The sails fall limp and the ship cannot move from the middle of the ocean
The water turns dark and daunting, as if something bad is about to happen.
Some savages have sailed up to the ship in their canoes offering to trade.
A gush of superheated water endangers the ship.
You never know where a hurricane might blow you.
It's a legendary hungry whirlpool that will only let the ship past if it's fed!
A big wave is coming. The ship can try to avoid it, or risk riding it.
It's so hot!
A Pirate is thrown overboard into shark-infested waters!
A Pirate has a run-in with crocs! Shouldn't dangle your feet in the water, I guess.
The Crew spots mermaids! They're really vicious sea hags, but the Crew is too drunk to see that.
Just a castaway, on an island lost at sea-oh...
The Crew finds a man floating in a barrel. He might make a good Pirate, if he doesn't have Sea Madness.
A ghost ship! Honestly! Didn't you just see that?
Some dirty pirates have left a sinking ship.
A haunting song lures the ship onto some rocks.
The legendary colossus of the sea rises and tries to swallow the ship!
A group of treasure hunters want the pirates' help. You could help yourself to their treasures...
Someone's put a price on the Captain's head and tries to take it!
You could pay these explorers to guide you to an Island, or you could steal all their stuff. Up to you...
These ships are helpless without their escort, but the escort certainly isn't helpless...
There's plenty of Booty to steal from these wrecks, but it can be dangerous business
Out of nowhere an island springs up out of the ocean.
Navigation is impossible in this fog!
There's plenty of Booty on this huge ship, but there's plenty of cannons as well.
It always seemed to good to be true...
Some dolphins decide to accompany the ship, guiding them somewhere nice.
A helpless ship filled with valuable cargo!
Shadows and shapes grasp at the ship from below. They speak in a deep voice, demanding terrible things of the Captain.
Port Happenings
This port has no grog for sale! None at all!
A hunched stranger gives one pirate the Black Spot!
A Pirate in your crew has become involved with the Governor's daughter.
The quality of goods at this Port is particularly high! Should be worth spending a little extra...
The port is being bombarded by a rival. If you want to trade at Port, you're going to have to defeat him.
Grog is half price here!
One pirate must fight an old foe.
This Port is ruined by a recent fire.
There's a chance to make some serious Booty on a risky purchase, which might be valuable at the next Port.
This place is nice! Some Pirates might want to settle down here...
This place isn't so nice. Let's get out of here!
One of your treasures is very valuable to the residents of this Port.
Cheap Grog here! Tastes a bit strange, but it's still good.
A new Legendary Pirate joins the crew.
This Port is full of disease!
There's a nasty infection going around Port.
The captain is accused of being a Witch! The crew can either let him burn or try to rescue him.
An insane navy officer demands to take control of the ship.
If you want to dock here, you have to pay the fee!
There are strikes in Port. Some of your Pirates might join in...
The Captain's going to do a little gambling. Which might turn into a lot of gambling...
The captain is invited to a fancy ball. This is a great chance to impress the locals, so long as you don't accidentally kill the governor again.
One pirate is particularly taken by one of the local girls.
Parrots and monkeys for sale!
The sharpest hooks, blackest eyepatches and peggiest legs in the Seven Seas!
The Captain is tricked by a con man! Can he get the money back?
One pirate is a wanted man here.
While the crew are in town their ship is mercilessly attacked and damaged by other pirates!
The captain misunderstands an offer at the grog shop
The governor's young daughter has lost her precious parrot.
It's good to know where the treasure actually is.
This port is little more than a pile of burnt wreckage. Keep on sailing!
If the crew take this messenger to another Port he will pay them handsomely.
While the crew are in town there's a huge explosion!
The Fortune Teller proclaims one pirate will have exceptional luck!
Island Exploration
A giant ape attacks the explorers!
Although there is no Booty on this island, it's a truly beautiful place.
This island hosts an abandoned city filled with Booty!
The natives are attacking! Can the crew fend them off?
This island has no Booty but does have a single castaway!
Can your crew fight off the navy?
This volcano is covered in lost Booty!
The Amazons are fierce warriors, but are generous to other warrior women.
There's treasure here, but one of your Crew is captured by the natives and fed to a horrible monster!
The explorers find a cave filled with so much Booty, they might not be able to bring it all back!
This temple has plenty of Booty!
Does anyone here speak ape?
Some idiot has left a ship here!
No giant crabs, just regular sized, friendly crabs.
The natives shoot darts at the exploring Pirates as they try to find Booty!
Don't worry, it's just a name. Well, there is one monster...
Nothing but bones here. Move along.
The crew haul up something from a ship wrecked in the coral around this island. Should they try to reach the island?
The exploring Pirates check all the caves nearby, but no Booty. They're still talking about caves though.
It's a little weird that the boar has a ring, but we're not complaining.
Did we take a left at that tree or the other tree that looks just like it?
You're not just at any island, you're at Port!
You gather precious coral but lose Grog from the stores as the coral tears your ship open.
This island is a giant turtle!
The island is a mirage... better luck next time.
The explorers gather some delicious fruit, but it doesn't agree with them.
They sure do want that Grog.
Ghosts, Zombies and Skeletons attack the exploring Pirates!
Parrots are plentiful here! No Booty, though.
A narrow cave has the disctinct lure of a Booty-Hoard.
Another pirate has hidden their hoard in the caves of this island!
They say the Fountain gives good fortune! Who will drink from it?
One pirate catches a glimpse of Pirate Hell itself!
No catch, just treasure!
There's a huge X in the middle of this island. Better hurry before the giant bird catches you!
As well as finding Booty each the pirates find the legendary ruby known as the Devil's Fist.