Difference between revisions of "Booty for Booty deck"
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=== Sea Encounters === | === Sea Encounters === | ||
{{card | |||
|title=Giant Squid | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= A squid tries to drag you down to the abyss. Roll and add Swashbucklin' 1-3 the Squid drags one crew member down to the icey depths and you must roll again. 4-6 the Squid is defeated. 7+ the Squid is killed and you manage to salvage valuable trophies worth 10 Booty. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Iceberg | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= The ship is torn open by an iceberg. Choose to lose either all your Booty, all your Grog or d6 Crew members. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Helpless Ship | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= You board a ship with no guards at all. Roll and add Stealin', you gain five times that amount of Booty. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Navy Attack | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= The navy have got you in an ambush. Roll and add Shootin'. 1-4 the Navy pound your ship to bits, causing either two Pirates or 2d6 Booty and 2d6 Grog to be lost. On 5-6 you manage to escape the navy and on 7+ you shoot down one of the ships and salvage it for 4d6 Booty. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Pirate Trap | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= Some fellow pirates are trying to beat you at your own game. Roll and add Shootin'. 1-2 the Pirates manage to board you and steal 10 Booty. 3-4 you just manage to fight the pirates off. 5+ you gain twice that number of Booty as you raid the ships trying to attack you! | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Triangle of Doom | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= Thousands of ships have gone missing in this part of the ocean... roll three dice. If they all match the ship vanishes and is never seen again. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Doldrum | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= The sails fall limp and the ship cannot move from the middle of the ocean until a 4 or more is rolled at the start of a new week. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Black Water | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= The water turns dark and daunting, as if something bad is about to happen. The captain immediately becomes scared and turns the bearing to Port. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Native Canoes | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= Some savages have sailed up to the ship in their canoes offering to trade. 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, as you trick the naive natives. Alternatively you may kill them and steal 2d6 Booty but you must roll and subtract Swashbucklin', losing that many crew members to poison darts. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Sea Volcano | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= A gush of superheated water destroys two of your choice from the following. A crew member, 1d6 Booty and 1d6 Grog. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Hurricane | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= Roll. 1-2 the ship is damaged and 3d6 Booty lost. 3-4 you are washed up at an Island, 5-6 you are washed up at Port. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Whirlpool | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= It's a legendary hungry whirlpool that will only let the ship past if it's fed! Throw either a Booty, Grog or Pirate into it and roll. 1-4 the whirlpool wants more and holds the ship in place, throw in something else! 5-6 the Whirlpool seems content and you can pass. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Big Wave | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= A big wave it coming. The ship can try to avoid it, in which case they lose 1d6 Booty in the process, or try and ride it. If they ride it, roll. 1-2 the ship is almost crushed and all Booty is lost. 3-4 the ship rides the wave but doesn't make any real progress, but it looked pretty impressive. 5-6 the ship rides the wave and ends up at their destination immediately. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Heatwave | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= It's so hot that every Pirate will drink an extra barrel of Grog this week, or else suffer the effects of being sober as if they had drunk none. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Sharks | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= Choose one Pirate to get thrown overboard in Shark-infested waters. Roll and add Swashbucklin'. 1-2 the Pirate is quickly eaten down by the sharks. 3-4 the pirate fights off a Shark and gains Swaggerin' for being so impressive. 5+ the pirate gains Swaggerin' as he kills some sharks and also hauls up a trophy catch worth 1d6 Booty. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Crocs | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= Choose one Pirate to have a run in with some crocs while dangling a leg into the water. They gain a fatal fear of crocodiles and if the crew ever come across crocs again this pirate will keel over and die from fear. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=White Whale | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= A whale tauntingly nudges the ship before dissapearing into the depths. The captain vows to catch it and refuses to return to port until it is caught. The ship immediately sets bearing for The White Whale, which is sailed to just like an island or port (requiring a roll of 6 or more on the sails roll). When they catch the whale roll and add Shootin' for the whole crew. 1-2 the Whale escapes and manages to swallow one pirate and d6 Booty in the process. 3-4 the Whale just escapes. 5+ the Whale is caught, much to the relief of the captain, and its bones are worth 2d6 Booty. The ship cannot go to an Island or Port until either the whale or the captain are dead. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Mermaids | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= Roll for each pirate. Any who roll 1-2 head off onto some rocks to frollick with some mermaids, which turn out to be sea hags after the grog-vision has cleared! Roll and add Swashbucklin' for each Pirate that fell for the trap. 1-3 the Hag tears the Pirate to shreds. 4+ the Pirate manages to fight off the Hag and returns to the ship. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Message in a Bottle | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= Someone's calling for help. If the Pirates make it to an Island next week they find a new Pirate, who joins the crew. Otherwise they find some bones. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Man in a Barrel | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= The crew can choose whether or not to take this man on board. If they do, they gain a new crew member but must roll immediately. On a 1-2 they are infact riddled with Sea Madness and kill one crew member before diving back into the sea. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Ghost Ship | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= A ghost ship! Honestly! Didn't you just see that? Roll and add shootin'. 1-3 some ghosts fly over from the other ship and tear 3 crew members to pieces. 4-6 the ship vanishes into thin air. Spooky.7+ the ship is brought down and the legendary pearl of deadface floats in the wreckage! Gain 20 Booty. 44 | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Sea Rats | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= Some dirty pirates have left a sinking ship. You may choose to gain 2 new crew members or kill them and take 2d6 Booty and 1d6 Grog. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Sirens | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= A haunting song lures the ship onto some rocks. Lose 2d6 Booty and 2d6 Grog. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Leviathan | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= The legendary colussus of the sea rises and tries to swallow the ship! Roll and add Shootin'. 1-5 the ship is swallowed whole! Months later the crew and what's left of the ship are vomited out into a Port but they have lost all their Booty and Grog. A generous stranger at Port donates 1d6 Grog. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Treasure Hunters | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= A group of treasure hunters want the pirates' help. They will take you to an island immediately in return for half of any grog or booty found there. Alternatively you can board them and try to steal their booty. If so, roll and add Swashbucklin'. 1-3 you are faught off and one Pirate dies. 4-6 you steal 1d6 Booty. 7+ you steal 2d6 Booty. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Bounty Hunters | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= Someone's put a price on the Captain's head and tries to take it! Roll and add Swashbucklin'. 1-3 the Captain is killed. 4-5 the attackers are fended off. 6+ they are fended off and you manage to salvage 1d6 Booty from them in the process. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Explorers | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= These explorers will guide you immediately to an Island in exchange for 5 Booty. Alternatively you can attack them. Roll and add Swashbucklin'. 1-2 you are faught off. 3-4 you steal 1d6 Booty. 5-6 you steal 2d6 Booty. 7+ you steal twice that amount of Booty. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Merchant Convoy | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= These ships are helpless without their escort. Roll and add Shootin'. 1-4 you are faught off and 1 Pirate dies. 5+ the escort is destroyed, you may roll and add Stealin', gaining twice that much Booty. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Ship Graveyard | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= Roll and add Stealin'. You manage to salvage that much Booty from the wrecked ships but if the roll is a 1 then one pirate gets too greedy and drowns inside a sinking ship. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Rising Island | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= Out of nowhere an island springs up out of the ocean. Send out a group to explore it like any other island. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=The Mist | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= Navigation is impossible. You may travel as normal but when you next reach an Island or Port roll. On a 1 you've arrived at nothing more than a patch of empty ocean. On a 2 you have reached the other type of location. On 3+ you arrive at your destination as normal. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Flagship | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= Roll and add Shootin'. 1-3 your ship is pounded by cannons. Lose 1d6 Booty and one Pirate, roll again immediately. 4-5 you manage to just escape from the huge ship. 6+ you manage to sink the ship! Gain 2d6 Booty and 2d6 Grog. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Cursed Ship | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= You steal 2d6 Booty from a completely helpless ship. However, when you next reach Port or an Island roll. If that roll is a 1 or 2 all of your Booty has mysteriously disappeared. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Dolphins | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= Some dolphins decide to accompany the ship, guiding them somewhere nice. You may reroll the next Island Encounter or Port Happenings event if you wish, after which the dolphins leave. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Spice Vessel | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= A helpless ship filled with valuable cargo! Roll and add Stealin', gaining 5 times that number of Booty. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
{{card | |||
|title=Stirring Deep | |||
|type=Port Happenings | |||
|bgcolor=F00 | |||
|text= Shadows and shapes grasp at the ship from below. They speak in a deep voice, demanding the Captain hand over either all but one of his crew (not including himself) or all his Booty and Grog. If he fails to comply the ship is smashed to pieces and all are killed. Otherwise the shapes disperse in satisfaction. | |||
|flavortext= | |||
|creator=SUPERSUGA and Jacoby | |||
}} | |||
=== Port Happenings === | === Port Happenings === | ||
=== Island Exploration === | === Island Exploration === |
Revision as of 22:22, 23 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.) | |
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 | 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 | |
---|---|
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. Each remaining Pirates must roll a d6 and check the Sober Pirate Table.
- For example, if 2 Pirates did not get Grog this turn, you would have to roll on the Sober Pirate Table twice.
Captain's Madness 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.
|
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
Sample
Crew Events