Booty for Booty is a Dvorak version of the game of the same name, originally made by SUPERSUGA for the Penny Arcade IRC channel and forums.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
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Result
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Strength
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Description
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1
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No Strength
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Roll on Weakness Table instead.
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2
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Swashbucklin'
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Stabbin', Tauntin' and Swingin' on ropes all included.
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3
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Swaggerin'
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Wearing impressive hats, shouting loudly and inspiring fear in others.
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4
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Stealin'
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Finding and claiming Booty
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5
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Shootin'
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Firing cannons and pistols.
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6
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Choose any!
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Choose any Strength. If this is your first 6, roll again.
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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
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Strength 1
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Strength 2
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Legendary Title
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Description
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Swashbucklin'
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Swaggerin'
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The Terrible
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Any Pirates put on a job with this Pirate ignore the effects of Seasick and Scrapper Weaknesses.
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Swashbucklin'
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Stealin'
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The Backstabber
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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.
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Swashbucklin'
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Shootin'
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The Bloody
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Roll whenever this Pirate would be killed. On 4+ they manage to claw themselves out of the situation somehow and are unharmed.
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Swaggerin'
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Stealin'
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The Bastard
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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.
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Swaggerin'
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Shootin'
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The Killer
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Whenever you wish you may have this Pirate shoot another crewmember dead. This may interrupt any other event or happenings.
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Stealin'
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Shootin'
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The Plunderer
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Whenever the crew gain any Booty with this Pirate present they may gain an additional d6 Booty.
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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
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Result
|
Weakness
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Description
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1
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Scummy
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This pirate is so repulsive that any non-Scummy pirates will refuse to work with them on jobs.
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2
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Scaredy
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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.
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3
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Seasick
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Roll at the start of each week. On 1-2 the Pirate can do nothing but vomit and sleep until the next week.
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4
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Swigger
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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.
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5
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Scrapper
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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.
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6
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Feature
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The pirate has no Weakness, but gains a Feature instead.
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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
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Result
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Feature
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2
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No Nose
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3
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Blind
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4
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Parrot
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5
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Toothless
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6
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Eyepatch
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7
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Beard
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8
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Peg Leg
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9
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Hook
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10
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Tattoos
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11
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Monkey
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12
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Two Hooks
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Finishing Touches
You should give each Pirate a name. (It's more fun that way!)
You will need to choose a Captain out of your 8 pirates. If you have any Legendary Pirates, your Captain must be one of them.
Resources
You have two Resources while playing the game.
Grog
Grog acts as fuel for the crew. If the crew doesn't have enough grog, bad things can happen!
Booty
Booty is the treasures you get during your pirate adventures. Getting 300 Booty lets you win the game, but you might have to use it, especially to get Grog.
Other Rules
Pirate Strengths
Some cards may ask you to roll and add a strength. That means you should add 1 to the roll for every Pirate with that strength.
For example, if you have 3 Pirates with Swashbucklin', and a card asks you to "roll and add Swashbucklin'", you would add 3 to the roll.
Every Ship Needs A Captain
If you ever lose the Captain, you must immediately choose a new Captain from the remaining Pirates in your Crew.
If you have any Legendary Pirates remaining in your Crew, your Captain must be one of them.
Starting The Game
- Make your 8 Pirates and choose a Captain.
- You begin with 40 Grog and 0 Booty.
Playing The Game
Each turn, the Pirate Crews must do these steps.
- Each Crew must do the step before moving on to the next step.
- For example, you can't Set Course until every Crew has been divided into Job groups.
- Each Crew should roll a d6 to decide who goes first.
Step 1: Jobs
Divide your Pirate Crew into 3 Job groups.
Helm: Your Captain must be part of the Helm group. If you do not have at least 1 other Pirate in this group besides the Captain, you will have to roll on the Captain's Madness table.
Decks: These pirates keep the ship working. The more Pirates you have in this group, the less likely you are to get a Crew Event card.
Sails: These pirates keep the ship moving. The more Pirates you have in this group, the more likely you are to get to your destination.
Step 2: Set Course
- If the Captain is the only member of the Helm group, roll a d6 and check the Captain's Madness table below.
- If this makes the Captain unable to work, roll a d6 to determine your Course.
- On a roll of 1-3, you head for Port. On a roll of 4-6, you head for an Island.
- Declare your Course: Island, Port, or another Pirate Ship.
Captain's Madness Table
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Result
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Event
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1
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The Captain fears a mutiny. No Pirate is safe! Roll 1d6 for each other Pirate. On a 1, lose that Pirate.
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2
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The Captain decides getting drunk is more entertaining than working. Lose 1d6 Grog.
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3
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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.
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4
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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.
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5
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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.
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6
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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.
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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
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Result
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Event
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1
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Abandon Ship! - The pirate leaps off the boat and swims off into the horizon, never seen again. Lose that Pirate.
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2
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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.
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3
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Beserk! - The Pirate goes into a murderous frenzy! Lose that Pirate and another Pirate of your choice.
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4+
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Fine For Now - The Pirate manages to work without Grog.
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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
Thrown Overboard
Crew Events
Roll for each Pirate and add Swaggerin'. Any who roll 1 are caught up in a brawl and thrown overboard to their probable deaths.
Card by SUPERSUGA and Jacoby
Beard Lice
Crew Events
Roll for each Pirate. On 1-2 they get Beard Lice and count as having the Scummy weakness until they next return to Port and have their beard washed.
Card by SUPERSUGA and Jacoby
Dice Cheat
Crew Events
If no pirates have Stealin' ignore this event. Otherwise one pirate with Stealin' is accused of cheating and locked in a chest until they return to port. They are unable to do anything but swear loudly from the chest but also require no grog, being forced to drink seawater.
Card by SUPERSUGA and Jacoby
Booty Call
Crew Events
Some Booty is missing, we're sure of it! This calls for a recount. Roll and add Stealin'. 1-3 there is actually more Booty than they thought! Gain 1d6 Booty. 4-5 Seems the original amount was correct. 6+ Some Booty is missing! Lose 1d6 Booty.
Card by SUPERSUGA and Jacoby
Bad Grog
Crew Events
The grog has gone bad. Anyone that drinks grog will count as having the Seasick weakness. When the ship returns to port the pirates manage to swap their bad grog for good grog from an unguarded ship.
Card by SUPERSUGA and Jacoby
Brawl
Crew Events
Roll for each pirate, adding Swashbucklin'. Any that score 6 or more accidentally kill another pirate in a duel.
Card by SUPERSUGA and Jacoby
Jig Fest
Crew Events
The crew decide to have a jig contest. Roll for each pirate and add Swaggerin'. The highest wins and gets to drink an extra barrel of grog this week, also being crowned jig-king until the ship returns to port next. If the result is tied there will be a brawl instead of deciding on a winner. See Brawl event above.
Card by SUPERSUGA and Jacoby
Cabin Fever
Crew Events
Roll for each pirate. All those who roll a 1 or 2 get a bout of Cabin Fever and must immediately roll on the Sober Pirate table as if they had no Grog.
Card by SUPERSUGA and Jacoby
Singsong
Crew Events
Roll and add Swaggerin'. 1-3 the group work as normal but sing a merry song along the way. 4+ the group sing a song so catch it prevents any other Pirates from working this week that have not yet worked.
Card by SUPERSUGA and Jacoby
Flying Fish
Crew Events
The pirates invent a new game involving throwing a freshly caught fish around the deck. Any pirates that have not yet carried out their jobs this week will be distracted by this game instead of working.
Card by SUPERSUGA and Jacoby
Out of Grog
Crew Events
There must be some mistake. All of the ship's Grog has gone! A catastrophe indeed.
Card by SUPERSUGA and Jacoby
Broken Mast
Crew Events
The ship cannot sail anywhere until the entire crew spend a week attempting to repair the broken mast. Roll for each week they attempt this. On 1-2 they fail and 3-6 they succeed. While repairing the mast no other jobs can be done.
Card by SUPERSUGA and Jacoby
Hook Club
Crew Events
If there is at least one pirate with a hook present on the ship they start the Hook Club. Roll for every other pirate, if they roll a 6 they are deemed worthy to join and immediately have one hand replaced with a hook. Members of the Hook Club insist on working together on any jobs and any new pirates with hooks that join the crew immediately join the club. The club only stops existing if its members are wiped out.
Card by SUPERSUGA and Jacoby
Rats
Crew Events
The ship has even more rats than usual. Roll at the end of each week until you reach port next. On a 1 they eat through a barrel of grog, spilling it. On a 2 they ruin a piece of booty and on a 6 one of the pirates takes on a rat as a pet. Any other results are ignored.
Card by SUPERSUGA and Jacoby
Ghost
Crew Events
A ghost has been sighted on the ship. Any pirates without Swaggerin' count as having the Scaredy Weakness until the ship next returns to port.
Card by SUPERSUGA and Jacoby
Stolen Hat
Crew Events
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. The Stealin' pirate has stolen the Swaggerin' pirate's hat and is wearing it right infront of him! Roll, 1-3 the Stealin' pirate's bravey has shocked the Swaggerin' pirate, who loses their Swaggerin' Strength. However, the Stealin' pirate gains the Swaggerin' strength along with their new hat. 4-6 the Swaggerin' pirate won't stand for such disrespect and shoots the Stealin' pirate dead.
Card by SUPERSUGA and Jacoby
Scurvy
Crew Events
Roll for each Pirate. On a 1 they contract Scurvy and gain the Scummy weakness. Scummy pirates automatically get Scurvy. Continue this roll every week until the crew return to Port, where they can steal some limes. If the same Pirate gets Scurvy twice they die and earn themselves a burial at sea.
Card by SUPERSUGA and Jacoby
The Box
Crew Events
There's a general ruckus on the deck of the ship and the captain feels some pirates need some time in The Box. Roll for each pirate, on a 1 they are put in a box until the ship next reaches port. For this time they require no grog, only water, but cannot do anything other than stay in their box.
Card by SUPERSUGA and Jacoby
Bird Flu
Crew Events
If anyone has a parrot on board it spreads disease amongst the crew. Roll for each pirate. On a 1 they keel over and die. Repeat this roll each week until the crew return to port. The parrot is killed and burned instantly.
Card by SUPERSUGA and Jacoby
Murder
Crew Events
Someone decides to have a night-stabbing. Choose one pirate to be murdered in the night. After this make a roll, on 1-2 choose another pirate to die. Repeat this until a 3-6 is rolled.
Card by SUPERSUGA and Jacoby
Indecisive Compass
Crew Events
Something's not right with the compass. When the crew reaches their next destination make a roll. 1-3 it is a Port, 4-6 it is an Island.
Card by SUPERSUGA and Jacoby
A Plan
Crew Events
Choose one crew member to come up with a cunning plan, which is incredibly secret. They take 1d6 other pirates (but never the Captain) with them in a rowboat and sail off into the distance to carry out the secret plan. Roll each week after this. 1-2 the ship finds the smashed up remains of the boat and the pirates are presumed dead. 3-4 the pirates return with some worthless driftwood and get a good beating from the Captain. 5-6 the pirates return with 10 Booty each!
Card by SUPERSUGA and Jacoby
A New Name
Crew Events
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.
Card by SUPERSUGA and Jacoby
Termites
Crew Events
Roll. On a result of 1-3 that much Booty is eaten by termites, on 4-5 there is no damage and on a 6 the termites are gone for good. Repeat this every week until a 6 is rolled.
Card by SUPERSUGA and Jacoby
Gangrene
Crew Events
If there are no pirates with hooks or peg legs then lose 2d6 Booty in a loading-accident for being such an incompetant crew. Otherwise choose one Pirate with a hook or peg leg. Their stump has become gangrened and they cannot do anything but complain about it until they return to port.
Card by SUPERSUGA and Jacoby
Stowaway
Crew Events
Immediately roll a new Pirate and add them to the crew.
Card by SUPERSUGA and Jacoby
Ocean Madness
Crew Events
Every pirate must immediately roll on the Sober Pirate table except the Captain, who will roll on the Captain's Madness table instead.
Card by SUPERSUGA and Jacoby
Bootylust
Crew Events
Roll for each pirate. Any who get a 1 will grab 5 Booty from the ship and make a break for land, never being seen again.
Card by SUPERSUGA and Jacoby
Barnacles
Crew Events
The ship has even more Barnacles than normal, it's starting to look a mess. As soon as the ship returns to port the Captain will insist on spending 3 Booty getting them removed.
Card by SUPERSUGA and Jacoby
Mast Rot
Crew Events
Roll, on a 1 the ship's mast collapses and all rolls for working the Sails suffer a -5 penalty until the crew spend 5 Booty repairing it at Port.
Card by SUPERSUGA and Jacoby
Pearl Diving
Crew Events
The crew suspect this is a pearl-heavy area. Choose any number of pirates to dive for pearls. Roll for each and add Stealin', on 1 they never come up from the depths, 2-4 they find nothing, 5+ they find pearls worth that much Booty.
Card by SUPERSUGA and Jacoby
Pet Crab
Crew Events
One of the pirates has tamed a pet crab. The crab must be named and happily sits on that pirate's shoulder for the rest of their days together.
Card by SUPERSUGA and Jacoby
Lobster Racing
Crew Events
After attempting to set up a Lobster Racing league one of the pirates gets a nasty snip on their hand. They cannot work next week.
Card by SUPERSUGA and Jacoby
Mutiny
Crew Events
One pirate decides he could do a better job of running the ship. Choose the Pirate and Roll and add Swashbucklin'. On 1-5 the Pirate is defeated by the captain and forced to walk the plank. On 6+ they kill the Captain and become the new Captain of the ship.
Card by SUPERSUGA and Jacoby
Arguement
Crew Events
Two pirates get in a heated argument and will never work on the same jobs as each other in future.
Card by SUPERSUGA and Jacoby
The Prettiest Dress
Crew Events
A dress washes up nearby the ship and the crew haul it in. It's beautiful. Roll for each pirate, adding Swashbucklin'. Every pirate that scores 6 or more kills a pirate of their choice in the brawl. If the highest result is tied, roll again. When there is a clear winner that pirate gets to keep the dress forever.
Card by SUPERSUGA and Jacoby
Sea Encounters
Giant Squid
Port Happenings
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.
Card by SUPERSUGA and Jacoby
Iceberg
Port Happenings
The ship is torn open by an iceberg. Choose to lose either all your Booty, all your Grog or d6 Crew members.
Card by SUPERSUGA and Jacoby
Helpless Ship
Port Happenings
You board a ship with no guards at all. Roll and add Stealin', you gain five times that amount of Booty.
Card by SUPERSUGA and Jacoby
Navy Attack
Port Happenings
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.
Card by SUPERSUGA and Jacoby
Pirate Trap
Port Happenings
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!
Card by SUPERSUGA and Jacoby
Triangle of Doom
Port Happenings
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.
Card by SUPERSUGA and Jacoby
Doldrum
Port Happenings
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.
Card by SUPERSUGA and Jacoby
Black Water
Port Happenings
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.
Card by SUPERSUGA and Jacoby
Native Canoes
Port Happenings
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.
Card by SUPERSUGA and Jacoby
Sea Volcano
Port Happenings
A gush of superheated water destroys two of your choice from the following. A crew member, 1d6 Booty and 1d6 Grog.
Card by SUPERSUGA and Jacoby
Hurricane
Port Happenings
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.
Card by SUPERSUGA and Jacoby
Whirlpool
Port Happenings
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.
Card by SUPERSUGA and Jacoby
Big Wave
Port Happenings
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.
Card by SUPERSUGA and Jacoby
Heatwave
Port Happenings
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.
Card by SUPERSUGA and Jacoby
Sharks
Port Happenings
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.
Card by SUPERSUGA and Jacoby
Crocs
Port Happenings
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.
Card by SUPERSUGA and Jacoby
White Whale
Port Happenings
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.
Card by SUPERSUGA and Jacoby
Mermaids
Port Happenings
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.
Card by SUPERSUGA and Jacoby
Message in a Bottle
Port Happenings
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.
Card by SUPERSUGA and Jacoby
Man in a Barrel
Port Happenings
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.
Card by SUPERSUGA and Jacoby
Ghost Ship
Port Happenings
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
Card by SUPERSUGA and Jacoby
Sea Rats
Port Happenings
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.
Card by SUPERSUGA and Jacoby
Sirens
Port Happenings
A haunting song lures the ship onto some rocks. Lose 2d6 Booty and 2d6 Grog.
Card by SUPERSUGA and Jacoby
Leviathan
Port Happenings
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.
Card by SUPERSUGA and Jacoby
Treasure Hunters
Port Happenings
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.
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Bounty Hunters
Port Happenings
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.
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Explorers
Port Happenings
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.
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Merchant Convoy
Port Happenings
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.
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Ship Graveyard
Port Happenings
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.
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Rising Island
Port Happenings
Out of nowhere an island springs up out of the ocean. Send out a group to explore it like any other island.
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The Mist
Port Happenings
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.
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Flagship
Port Happenings
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.
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Cursed Ship
Port Happenings
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.
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Dolphins
Port Happenings
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.
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Spice Vessel
Port Happenings
A helpless ship filled with valuable cargo! Roll and add Stealin', gaining 5 times that number of Booty.
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Stirring Deep
Port Happenings
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.
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Port Happenings
We have no Grog today
Port Happenings
This port has no grog for sale! None at all!
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The Black Spot
Port Happenings
A hunched stranger gives one pirate the Black Spot! From now on whenever an event could negatively affect this pirate, it does.
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The Governor's Daughter
Port Happenings
Choose one Pirate with Swaggerin' (if there are none ignore this event), they have become involved with the Governor's Daughter and must roll. 1-2 they are found out and hung! 3-4 they finish their business with the daughter and steal 1d6 Booty on the way out. 5-6 the daughter gives up her life of luxury and joins the crew as a new pirate-ess.
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Attack the Mansion
Port Happenings
Some pirates are raiding the Governor's mansion. Up to 4 crew members may join the raiding. Roll and add the number of crewmen joining in. 1-4 1d6 pirates die, but the crew still manages to grab 1d6 Booty. 5-6 one pirate dies but each pirate gets 1d6 Booty, doubling this if they have Stealin'. 7+ each pirate steals 1d6 Booty and a new pirate joins the crew in admiration.
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Exceptional Service
Port Happenings
Each Pirate will spend an additional Booty on the essentials at this port, due to the quality of goods being particularly high.
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Under Seige
Port Happenings
The port is being bombarded by a rival. If the crew with to dock here they must roll first. 1-2 the ship is hit by cannonfire and 1d6 pirates are killed. 3-4 the fire hits the store and all grog is lost. 5-6 the ship makes it to port safely and may trade as normal.
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Grog Sale
Port Happenings
Grog is half price here! 2 Grog may be bought for 1 Booty.
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Old Enemy
Port Happenings
One pirate must fight an old foe. Roll and add Swashbuckin' and Shootin'. 1-3 the pirate is killed dead. 4-6 the pirate wins the fight and steals 1 Booty from the corpse.
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Fire
Port Happenings
This port is ruined by a recent fire. Only 2d6 Booty is available for trade but the crew will not spend any Booty on the essentials, as the required establishments are burnt down.
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Business Opportunity
Port Happenings
There's a chance to make some serious Booty on a risky purchase. The goods cost 10 Booty and are apparently in high demand at a nearby port. If the crew buy the goods they may try to sell them next time they arrive at a port, rolling. 1-3 the goods aren't in demand afterall and will only be sold for 1 Booty. 4-6 the deal has worked and the goods can be sold for 30 Booty!
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Settling Down
Port Happenings
This place is nice! Roll for each pirate. Any that roll a 1 decide to give up the pirate life and settle down here.
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Scum and Villainy
Port Happenings
This place isn't so nice. Roll for each pirate. Any that roll a 1 are killed and left in a gutter. Any that roll a 2 are robbed of 1 Booty and any that roll a 3 just get into a few scraps and eat some bad food. All others manage to stay out of trouble.
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High Demand
Port Happenings
If the crew has any booty part of it is of great value to the residents here. They can trade this 1 Booty for 15 Booty!
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Special Offer
Port Happenings
There's an offer on Grog here. 20 Grog for just 19 Booty! It tastes strange, though.
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Legendary Sea Dog
Port Happenings
A new legendary pirate joins the crew. Choose any type of legendary pirate from the list.
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Disease Hole
Port Happenings
Roll for each pirate. Any that roll a 1 or 2 gain the Seasick weakness until they next reach a Port.
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Burning Love
Port Happenings
There's a nasty infection going around Port. Roll for each pirate. Any that roll a 1 catch the infection and word spreads. They gain the Scummy weakness permanently.
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Witch Hunt
Port Happenings
The captain is accused of being a Witch! The crew can either let him burn or try to rescue him. If the crew do, roll and add Shootin' and Swashbucklin'. 1-5 1d6 other Pirates are killed, as well as the Captain, before they flee back to their ship. 6+ the rescue attempt works and the crew all escape!
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I'm Comandeering this Ship
Port Happenings
An insane navy officer demands to take control of the ship. If the crew let him he joins the crew immediately, as a new Pirate, and becomes Captain. If they refuse the Captain will have to duel the officer, roll and add Swashbucklin'. 1-3 the officer kills the Captain dead and takes command of the ship. 4+ the officer is killed and the crew must leave port immediately.
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Docking Fee
Port Happenings
If the crew wants to dock here it will cost them 5 Booty, or else they must keep on sailing.
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Labour Strike
Port Happenings
Roll for each pirate. Any that roll a 6 spend their time at port joining in the labour strikes, moved by the plight of the workers, rather than spending their Booty in the normal way. When the ship leaves port they come along as normal.
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Gambling Den
Port Happenings
The captain will head into this den and may gamble any amount of Booty. Make a roll. 1-2 they loose all the Booty gambled and are thrown out of the den. 3-4 after a while he gets bored and quits, taking the Booty with him. 5-6 he doubles the Booty but must roll again immediately!
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Fancy Ball
Port Happenings
The captain is invited to a fancy ball. He spends 1d6 Booty on a new outfit and must roll. 1-2 he accidentally shoots the governor in the back and the ship flees port immediately. 3-4 he pockets 1d6 Booty, eats some food and then leaves. 5-6 he is the toast of the ball! He gains Swaggerin' and a young noble decides to join the crew as a new pirate.
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Exotic Goods
Port Happenings
One pirate is particularly taken by one of the local girls. He'll spend 1d6 Booty on top of the usual 1 upon arriving at this port. If this roll is a 1 he refuses to leave Port with the crew and settles down next door to her establishment.
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Pet Shop
Port Happenings
One crewman spends 5 Booty on an exotic new pet.
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Quality Prosthetics
Port Happenings
For every hook, eyepatch or peg-leg the crew has it spends 1d6 Booty on fancy replacements.
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Con Artist
Port Happenings
The captain is conned out of 10 Booty. Roll immediately. 1-4 the con artist gets away. 5 the captain kills the con artist and takes the Booty back. 6 the captain catches the con artist and he returns the Booty and offers to join the crew. He'll join as a new Pirate with Stealin'.
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Wanted Sign
Port Happenings
One pirate is a wanted man here. If the crew leave immediately, without spending any Booty, nothing will come of it or else they must roll. 1-4 the Pirate is caught and hauled into jail for years. 5-6 the pirate manages to keep a low profile.
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Pirate Attack
Port Happenings
While the crew are in town their ship is mercilessly raided by other pirates! The repairs will cost 10 Booty. If the ship is not repaired it must roll every week it sails. On a 1 it sinks and all pirates die.
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False Advertisement
Port Happenings
The captain misunderstands an offer at the grog shop and trades in all his Booty for Grog. The crew must leave immediately in shame.
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Parrots Wanted
Port Happenings
The governor's young daughter has lost her precious parrot. If the crew has a Parrot they may sell it here for 30 Booty!
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Treasure Map
Port Happenings
The crew may buy this map for 10 Booty. If they do, the next time they need to roll an Island Event they may choose the event directly above or below the rolled result if they so wish.
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Smouldering Ruin
Port Happenings
This port is little more than a pile of burnt wreckage. Keep on sailing!
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Messenger
Port Happenings
If the crew take this messenger to another Port he will pay them 10 Booty.
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Powderstore Explosion
Port Happenings
While the crew are in town there's a huge explosion! Roll for each pirate. Any that roll 1-2 are killed by the blast.
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Fortune Teller
Port Happenings
The Fortune Teller proclaims one pirate will have exceptional luck! They may treat any dice rolled for them (as long as it only affects them!) as a 6 from now on. However, if the roll is a natural 1 the luck runs out and the effect is removed instantly.
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Island Exploration