Boardgames

Dead Reckoning

Command a ship, develop your crew, battle rivals, and seize control of treasure-rich islands across an ever-unfolding Caribbean-esque region.

150
minutes

1 - 4
player(s)

Medium Heavy

Dead Reckoning board game cover

About this board game

Dead Reckoning is a 2022 game of exploration, piracy, trading, and influence for 1–4 players, with sessions lasting about 150 minutes. Each player commands a ship and crew while seeking to amass the greatest fortune across a mostly unexplored, Caribbean-esque region.

Venture into uncharted waters to reveal the board, uncover deserted islands, and compete for control of these resource-rich sources of treasure. You can pursue fortune through several approaches, including pirating, trading, treasure hunting, and maintaining influence over the islands you capture.

Your ship is represented by a token on the board and supported by a ship board for cargo and treasure. Customize it by improving its guns, speed, or holding space, giving you meaningful ways to shape your vessel during the game.

  • Card-craft your crew: Improve crew cards by placing transparent advancement cards in their sleeves, while a separate card-leveling mechanism lets crew members develop naturally.
  • Control the region: Battle over deserted islands that provide valuable treasure and influence.
  • Fight dynamic battles: Challenge rival players’ ships or NPC merchant ships using a cube-tower system influenced by crew cards and ship powers.
  • Discover hidden content: Expansion sagas gradually reveal new material through play, with the amount added varying according to luck and player choice.

With its combination of evolving crew, customizable ships, exploration, and shifting control of the islands, Dead Reckoning offers a layered adventure in which every voyage can contribute to your growing fortune.

Board Game Rules for
Dead Reckoning

Download official rules (EN)

Introduction

The wind picked up again, filling the Sails and finally dispersing the cannon smoke on the air. Smitty breathed a sigh of relief as the vessel that had just attacked them became smaller on the horizon. “I thought we was done for, lads,” he said to the others on the gun deck. “Thought we was going straight to the bottom, I did.”

“Belay that talk, Mr. Smith,” Captain Kern’s sharp tone commanded.

Smitty winced as the captain and her sidekick, cabin boy Gunter, strode down the stairs onto the gun deck. “That was the Black Rose. It will be back. Its captain will never stop until that ship is beneath the waves, or he claims my treasure for his own.”

The gunners all looked at one another anxiously. Any time that the captain started talking about her treasure, it went poorly. Years ago, the woman had recovered a strange chest on a remote island, one that she had never been able to open no matter what she attempted. It was her obsession, never leaving her side, having accompanied her on every voyage in the years since.

Smitty was painfully aware that the captain had lost many crew on that voyage. There were rumors that some of them died at the captain’s hand when her jealous obsession overtook her. In ten years, she had never stopped looking for the key that would open the chest. Smitty was content never having laid eyes on the chest, as anyone who showed too much interest was living dangerously.

“Mr. Smith,” the captain barked, “what is the status of our powder stores?”

“Good shape, captain,” Smitty answered at once. “The boys were careful with their shots. We have enough powder to manage three or four more engagements of that length. I’m hoping that we don’t, though, if you don’t mind my saying, captain.”

“Stay alert nevertheless, Mr. Smith,” the captain said with a nod. “Gunter!” she barked.

The cabin boy had been fidgeting with something in his shirt and jumped when the captain called his name. “Aye, captain!”

“Tell the cook I’ll take my dinner in an hour,” she commanded.

“Aye, captain!” the boy repeated and darted up the stairs, quick as a flash.

Although he said nothing, Smitty could not help but notice that the necklace the boy had been fidgeting with looked a great deal like an old, corroded key.

Overview

A game for 1-4 players aged 14 and up by John D Clair.
AGES 14+ | 1-4 PLAYERS | 90 MINS

Welcome Aboard!

In Dead Reckoning™ you are the commander of a privateer vessel ready to set forth into uncharted waters. Explore unknown islands, gain influence and establish outposts, hunt for treasure, or terrorize the seas, the choice is yours. Each choice will move you towards a series of achievements, and once a player has completed four of these, the game end is triggered.

But you are not alone in your thirst for glory on the high seas… You are in a race against the competing interests of other players, each in pursuit of victory on their own terms. Can you be the best explorer, merchant or privateer, and will your strategy choice prevail? When the smoke clears, the player that most successfully navigated the challenges of Dead Reckoning and finished with the most treasure will win!

Special Thanks from the Designer

Huge thanks to all the tremendous folks who playtested Dead Reckoning. It was a long road from the initial idea to the final game and I think, maybe more than any other design of mine, the great feedback and input from playtesters really helped get this game to its final design. There are few folks I’d specifically like to call out: Pace Wilder, Leon Blight, Rhy Green, and Nye Green for their many playtests and multiple series of plays through different drafts of the saga expansions. Also, the input of the smart gamers of the AEG staff, in particular Mark Wootton who did an amazing job developing the game and helping the design across the finish line, and John Zinser whose excellent input, excitement and vision for Dead Reckoning continually steered the design in the right direction. Games that particularly inspired or informed parts of the design of Dead Reckoning, include my own designs Mystic Vale and Edge of Darkness which in turn took inspiration from Dominion, Ascension, and Splendor, as well as Scythe for the achievements system, Wallenstein for the cube tower combat, and Scythe: Rise of Fenris for campaign ideas.


Game Components

  • 1 Harbor board
  • 16 Ocean boards (12 with islands, 4 with open sea)
  • 4 Advancement decks (Advancement(s) and Encounter(s) of levels 1, 2, 3, and 4, each with its own tuck box)
  • Coins
  • Cargo tokens (1-value Cargo tokens, 3-value Cargo tokens)
  • Basic/Advance Ship Upgrade tiles
  • Damage markers
  • 20 Buildings (8 Forts, 8 Garrisons, and 4 Outposts)
  • 20 Black cubes
  • 1 Battle ship and 1 Battle board
  • Card sleeves (Note: while only 48 sleeves are needed to play, the game includes extra in case any get damaged during play)
  • 4 Reference cards
  • Bonus Achievement tokens
  • 1 Rulebook
  • 1 Solo Play Rulebook
Game Components Overview
Game Components Overview

Player Components

Each player should have:

  • 1 Dock tile
  • 1 Ship miniature
  • 1 Ship board
  • 1 Pirate mode flag token
  • 1 Treasure chest
  • 30 cubes in your player color
  • 6 Achievement markers
  • 12 Card sleeves
  • 12 Sailor Illustration cards
  • 12 Sailor Ability cards

These 3 items combine to make a deck of 12 Sailor “cards” with each “card” being a sleeve containing an Illustration card and a matching Ability card.

Each player should have 1 Captain, 1 Bosun, 1 Purser, 1 First Mate, 1 Buccaneer, 2 Gunners, 2 Deck Hands, and 3 Crew. The Illustration cards have a colored seal so you can easily identify a set.

Player Components Overview
Player Components Overview

Setup Overview & Diagrams

Refer to the setup diagram for the layout of the harbor board, ocean boards, advancement decks, supply, and individual player areas.

Setup Diagram - Board and Player Layout
Setup Diagram – Board and Player Layout
Setup Diagram - Other Components and Board Continuation
Setup Diagram – Other Components and Board Continuation

Setup Steps

The sections below are lettered and numbered to correspond to the setup image and examples.

A. Harbor Board

Place the Harbor board on the table.

B. Ocean Boards

  1. Take all the Ocean boards depicting islands and turn them face down. Randomly select a number of them depending upon the number of players, and leave the rest in the box:
    • 4-player game: 10 island boards
    • 3-player game: 9 island boards
    • 2-player game: 8 island boards
  2. Next, take the 2 open sea Ocean boards (those not depicting an island) which don’t have a player count icon on them, and add them to the selected island boards.
  3. Finally:
    • If you are playing a 2-player game, also add both of the other open sea boards (marked with 2-player icons).
    • If you are playing a 3-player game, just add the one other open sea board with the 3-player icon.

    You should have 2 total open seas Ocean boards in a 4-player game, 3 in a 3-player game, and 4 in a 2-player game. You should now have a total of 12 Ocean boards. Shuffle them (keeping them face down) and then place them in a 3 x 4 grid as shown in the diagram.

  4. Flip the 3 Ocean boards touching the Harbor board face up.

C. The Advancement Decks

  1. Separate the Advancement/Encounter(s) into 4 decks based on the “Row” icon in the top right (note that some of them are double-sided and this icon is only visible on the front).
  2. Shuffle these decks separately then place them in their respective boxes face up and with the top of the Advancements going into the bottom of the box. During the game when drawing from the boxes, be careful not to turn over the Advancements when you draw them as some are double-sided with secret information on the back.
  3. Place each box next to the corresponding row of islands. The #1 box should go next to the row of islands closest to the Harbor, the #2 box goes next to the second row, etc.
  4. Finally, for each of the Ocean boards adjacent to the Harbor board, take 1 card out of the row 1 box and place it face up on the open card space.
Advancement Box Setup
Advancement Box Setup

D. Other Components

  • Create a general supply containing separate piles of Cargo (Cargo), Coins (Coin), Black cubes, Damage markers (Damage), and Buildings. The Cargo and Coin should be easily reachable for all players, so make two piles on each side of the table if needed. We recommend using the tops and bottoms of the included storage boxes as token trays.
  • Place the Basic/Advance Ship Upgrade tiles nearby in stacks of identical tiles.
  • Set up the Battle ship and Battle board nearby. (Note: Before your first game, you should put together the Battle ship following the instructions provided on the instruction sheet.)

E. Each Player Gets

  • 1 Treasure chest in their color to keep their Coin secret from other players.
  • 15 Coin in their Treasure chest.
  • 30 cubes in their color.
  • 1 Ship board with one of their cubes on the 0 space of the Sail track.
  • 1 Dock tile.
  • 6 Achievement markers.
  • 1 Ship miniature that each player places onto the harbor board. Where you place it on the harbor board does not matter as the harbor board is all one space for the purposes of movement.
  • 1 Pirate mode flag token.
  • 1 Reference card.
  • A Sailor deck of their 12 Sailor cards, shuffled and placed face down in front of them.
  • Each player gets 2 random Bonus Achievement tokens, and chooses and keeps 1. These tokens are optional, but recommended for your first game.
Starting Sailor Deck Sleeving
Starting Sailor Deck Sleeving
Creating your starting Sailor Deck

Your Sailor deck consists of the following: 1 Captain, 1 Purser, 1 First Mate, 1 Bosun, 1 Buccaneer, 2 Gunners, 2 Deck Hands, 3 Crew.

For each Sailor, flip the Ability card so that the level 1 is showing at the bottom and then place the Illustration card on top of it. Put both inside a sleeve. The term “Sailor card” refers to the Illustration card, Ability card and any Advancements within a single sleeve.

Dock tiles and the Harbor

Your Dock tile represents your warehouse in the Harbor. Usually when you gain Cargo, it is placed on your Dock tile. Coin are never placed on your Dock tile, but can be used from your Treasure chest as though they are. You can either keep your Dock tile on the Harbor board overlaying one of the depicted towns, or place your Dock tile in front of you if that is more convenient.

F. Determine Start Player, Starting Cargo, and Draw Hands

  1. All players draw the top 4 cards of their Sailor deck into their hand.
  2. Randomly determine a first player:
    • That player gains 1 Cargo.
    • The next player in clockwise order gains 2 Cargo.
    • The 3rd player, if any, gains 3 Cargo.
    • The 4th player, if any, gains 2 Cargo and may level up one of their Sailor cards in their opening hand before their first turn.

    Place any gained Cargo on your Dock tile.


Turn Overview

Players take turns, one after another. Your turn consists of two phases, carried out in the following order:

  1. Main phase: This is where all the action of your turn happens. You perform a number of different actions, including moving your Ship, loading and unloading cargo, playing cards and using their abilities, and buying Advancement(s) or resolving Encounter(s).
  2. Cleanup phase: After you have done all of your actions, it’s time to sleeve your new Advancements, draw new cards and reset the board ready for the next player’s turn. Optionally, you can also raise your pirate flag.

When your turn is over, you will level-up a card in your hand, while your opponents are taking their turns.

Main Phase Actions

During your Main phase, you may perform as many of the actions listed as you want. Actions can be taken in any order with the exception of moving your Ship, which requires you to set Sails first. Unless otherwise noted, you may do these actions as many times as you want.

  • Load/unload/rearrange Cargo & Coin.
  • Play a card from your hand.
  • Set Sails (once per turn).
  • Move your Ship.
  • Buy the Advancement card or resolve the Encounter card in your Ship’s current space (up to twice per turn).
  • Use an ability of a played card (Each ability on a card can only be used once per turn).

For example, you could play a card, unload Cargo, set Sails, load Coin, move, play another card, use an ability, buy an Advancement, load Coin, move again, play another card, resolve an Encounter, etc.

Load / Unload / Rearrange / Jettison Coins / Cargo

Ship Board Hull Spaces and Cargo Holds
Ship Board Hull Spaces and Cargo Holds

Your Ship board has four hull spaces:

  • The first space [A] has a Sail (Sail) and a hold with a capacity of 4 Cargo coin capacity.
  • The next two [B] [C] are blank.
  • The last space [D] has a Sail and a hold with a capacity of 3 Cargo coin capacity.

Cargo and Coin that you load must be placed into a hold, and the total number of Cargo and Coin combined in each hold cannot exceed the capacity of that hold.

The benefits of a hull space e.g. Sail or Cannon (Cannon) are only gained if that section of hull has an empty hold (contains no Cargo or Coin). At the start of the game, this means that your Ship can carry a maximum of 7 Cargo + Coin (4 in the hold of [A], and 3 in the hold of [D]). If any Cargo or Coin are loaded into either of the hull spaces with holds, you will lose the benefit of the Sail for that hull space until the hold is emptied.

Loading
  • Any time your Ship is on the Harbor board it is considered “in Harbor”, and you may move Cargo from your Dock tile onto available hull spaces on your Ship.
  • If your Ship is at an island that you control, you may move the Cargo and Coin on that island onto available hull spaces on your Ship. You cannot load from an island you do not control.
Unloading
  • If your Ship is in Harbor, you may move Cargo from your Ship onto your Dock tile. Coin are never placed on your Dock tile, but can be used from your Treasure chest as though they are. You may also move Coin from your Ship into your Treasure chest.
  • If your Ship is at an island, you may move Cargo and Coin from your Ship onto the island. You may unload onto an island even if you do not control that island.

If there is an opponent’s Ship in Pirate mode at an island you control, you may not load or unload from the island without battling and defeating the opponent’s Ship.

Rearranging

You can rearrange Cargo / Coin however you want on your Ship at any time, even during another player’s turn, including immediately in response to being attacked. However, once the battle has begun, you can no longer do this until the battle is over.

Jettisoning

You can also jettison Cargo or Coin into the sea; remove them from your Ship and return them to the general supply. You may even do this when it is not your turn, including as a response immediately when you are attacked. However, once the battle has begun, you can no longer do this until the battle is over.

Play a Card from your Hand

When you play a card, place it from your hand face up on the table in front of you. You may use the abilities on the played card now, later in the turn, or not at all.

Set Sails

You can only do this once per turn and must do so before moving. Count up the number of Sail icons you have on your Ship and on cards you have played. Place the cube on the Sails track of your Ship board on the appropriate space. The maximum you can set your Sails to is 8.

Remember, at the moment you set your sails, if a hold on your Ship has at least 1 Cargo or Coin on it, you do not get the Sail icon.

Note: When you are setting Sail from the Harbor board or from an island you control, you may count Sails on holds with Cargo / Coin. Effectively, since loading and unloading can be done multiple times on your turn, you are essentially unloading everything, setting your Sails, then reloading everything. This does not work at islands you do not control, since you cannot load from such islands.

Example: Purple Setting Sails from Controlled Island
Example: Purple Setting Sails from Controlled Island

Example: The Purple player starts their turn at an island they control, so they may use the Sails (Sail) on their Ship even though they are covered with Cargo / Coin. Effectively they unload, set their Sails, and then load again. They set their Sail track to 3 (2 for the Sail on the Ship, and 1 for the Sail on the played card).

Example: Blue Setting Sails from Uncontrolled Island
Example: Blue Setting Sails from Uncontrolled Island

Example: Blue cannot count the Sails (Sail) on its Ship unless they first unload, jettison, or spend the Cargo / Coin covering the sail holds. Blue could unload and set Sails, but since they do not control the island, they would not be able to reload again before sailing away. They do not want to give the Purple player any of their valuable Coin, and they don’t want to jettison it, so they can only count Sail icons on played cards; Blue sets their Sail track to 1.

Example: Blue Jettisoning Cargo to Set Sail
Example: Blue Jettisoning Cargo to Set Sail

This is a similar situation to the previous example, but Blue really wants to sail twice this turn and only has 1 card in hand with a Sail (Sail) icon. They could choose to unload the Coin from one of the holds onto the island, but since the Purple player controls that island, they choose to jettison the Coin instead, returning it to the supply.

Move your Ship

You may move your Ship a number of boards by moving the cube on your Sail track to the left one space for each board you want to move to. You may not move the cube off the end of the track and once your cube reaches the leftmost space, you can not move any farther this turn.

  • You may only move orthogonally (no diagonal movement).
  • The Harbor board is adjacent to all 3 Ocean boards in row 1.
  • Other players’ Ships do not block or prevent movement.
  • You must stop on an Ocean board if you wish to do anything there. This includes buying an Advancement, attacking a Ship, or interacting with the island in any way.

If you stop on an unexplored board (one that is face-down), you must explore it:

  1. Flip the board over.
  2. Draw the top Advancement from the box associated with that row and place it face up on the large space of the Ocean board.

This ends this particular move action but you may take subsequent move actions later this turn. However, you may not explore more than 1 Ocean board in the same turn, and thus, any further move actions you make cannot result in you stopping on another unexplored board.

Note: You may sail through unexplored boards without exploring them, but if you stop on an unexplored ocean board, you must explore it.

Example: Orthogonal Movement Options
Example: Orthogonal Movement Options
Example: Moving Through and Exploring an Ocean Board
Example: Moving Through and Exploring an Ocean Board

Pirate Mode & Movement

If you stop on an Ocean board containing an opponent’s Ship that is in Pirate mode, a battle is automatically started. However, you can move through an Ocean board where there is an opponent’s Ship in Pirate mode without provoking a battle.

If you stop on an Ocean board with multiple opposing Ships that are in Pirate mode, you must fight each of them one after another until you have fought all of them or your Ship is sunk; you choose the order in which you fight the Ships.

Note: Being in Pirate mode on your own turn has no effect. Your ship being in pirate mode only matters on opponents’ turns. If you want to attack opponents during your own turn, you must use an Attack Flag icon (Attack flag).

Buy Advancements / Resolve Encounters

If there is an Advancement or Encounter at your Ship’s location, you may buy that Advancement / resolve that Encounter. Card effects may refer to these as just “Advances”.

Advancements can be bought and are then sleeved into your Sailor cards, improving that card. Encounters have hidden information on the back. In the base game, the only Encounters are Merchant ships which, if acquired, are also Advancement(s).

Important: You may only buy/resolve a maximum of 2 Advancement/Encounter(s) each turn.

Advancements

To buy an Advancement, your Ship must be at the same location as the Advancement, and you must spend Coin from your Ship equal to the cost indicated. If you do not have enough Coin on your Ship, you cannot buy the Advancement. Once you have paid for the Advancement, place it face up nearby; you will sleeve it during your Cleanup phase.

Thematically, Advancements represent your Ship’s crew gaining special skills and experience as they sail the sea, becoming better and more efficient sailors and fighters.

Advancement Card Anatomy
Advancement Card Anatomy
Example: Paying Coins from Ship to Buy Advancement
Example: Paying Coins from Ship to Buy Advancement
Encounters

In the base game, the only Encounter(s) are Merchant ships which are resolved in one of two ways: Trade or Attack.

  • Trade: You can buy the Encounter as an Advancement using the normal rules for buying an Advancement. If you do this, take the Encounter as you would normally and do not look at the back of it. When you sleeve the Encounter, sleeve it between the Illustration card and the Ability card so that the top part of the Merchant ship card is hidden but the advancement part is showing.
  • Attack: You do not need an Attack flag (Attack flag) to attack a Merchant Ship. Simply turn the Encounter over and resolve the effect. Usually, this will result in a battle. If there is a battle, follow the instructions on the Merchant ship for Win or Lose, depending on the outcome of the battle. If you lose the battle, the Merchant ship should be buried (i.e. placed beneath the advancement box of its row).
Encounter Card Front and Back Anatomy
Encounter Card Front and Back Anatomy
Example: Sleeving Acquired Merchant Ship Advancement
Example: Sleeving Acquired Merchant Ship Advancement

Buried Advancement/Encounter Cards: Occasionally an Advancement or an Encounter will be buried. For example, when you battle a Merchant ship and lose the battle, the Merchant ship is buried. Place any buried cards underneath that row’s deck box as it will not be used again this game.

Use an Ability of a Played Card

Cards that you have played from your hand may have one or more abilities. Using an ability is an action that you can perform during your Main phase, which could be immediately after the card is played, or later in your turn. Using an ability is optional.

Each ability can be used only once per turn. “Battle” abilities can only be used during battles and can also only be used once per turn, even if you fight multiple battles.

If you have a lot of abilities, to help remember which abilities you have used on your turn you can mark each with a cube as you use it.


Cleanup Phase

Perform the following steps in order:

  1. Refill Advancements/Encounters: For each empty Advancement/Encounter space on the Ocean boards, draw a card from the box corresponding to that row and place it face up on the space. Cards in the boxes should all be face up, and when you are taking new cards out of the boxes, make sure to draw them out such that you don’t reveal the back of the card.
  2. Choose to be in Pirate or Mercantile Mode
  3. Lose any unspent Sails
  4. Sleeve Advancements
  5. Discard & Draw

1. Refill Advancements/Encounters

As described above, replenish all empty spaces from the respective row’s tuck box.

2. Choose to be in Pirate or Mercantile Mode

Mercantile mode is the default. Ships not in Pirate mode are in Mercantile mode.

In this phase, if your Ship is not in Harbor you may choose to put your Ship into Pirate mode. You do this by adding your Pirate Flag token to the space between the front and middle sails of your Ship miniature. Ships in Harbor must be in Mercantile mode, so if you end your turn in Harbor, remove your Pirate Flag token.

Pirate Mode Rules

Being in Pirate mode is a good way to protect islands from your opponents. It is also a good way to possibly get into battles if that is what you are looking for. The downside is that, if an opponent ends their move in your space, you must battle them, even if you are not prepared for it.

  • If, during another player’s turn, any opponent’s Ship stops on the Ocean board where your Ship is, and you are in Pirate mode, you automatically and immediately start a battle against that Ship. Opponents can still move through the board where your Ship is without provoking a battle as long as they don’t stop there.
  • If you lose that battle, in addition to the normal results, your Ship is changed to Mercantile mode: remove your Pirate mode flag token.
  • If you win the battle and you are at an island, you have successfully “blockaded” the island, meaning the active player may not place or remove Influence cubes on that island for the rest of their turn, nor may they load or unload Cargo or Coin from/to the island. Also, they may not attack any Buildings on the island. They may, however, still buy the Advancement or resolve the Encounter on that board, after the battle (regardless of winning or losing as long as their ship didn’t sink).
  • Note: if your opponent starts their turn sharing the space with your Pirate-mode Ship, they are not forced to battle you and may move away peacefully. They may however choose to battle you even if they don’t have an Attack flag ability. Finally, your “blockade” of the island still applies, so they may not interact with the island in any way unless and until they choose to battle you and win that battle.

3. Lose any Unspent Sails

Set your Sail track on your Ship board to 0; you cannot keep unused Sails for the next turn.

4. Sleeve Advancements

If you have any set aside Advancement(s), you may now sleeve them following these rules:

  • You can only sleeve onto a card you played this turn. You cannot sleeve onto a card in your hand.
  • You cannot sleeve an Advancement such that it would cover or be covered by an Advancement already on the card (cards can have a maximum of 3 Advancements on them).
  • It is allowed to sleeve multiple Advancements onto the same card at the same time.
  • You cannot use the ability of an Advancement you sleeve on the same turn that you sleeved it.

Sleeving an Advancement is optional, you may choose to leave it set aside. However, at the end of this step, you can only have a maximum of 1 set-aside Advancement and must sleeve the rest.

If you have multiple Advancements that you cannot sleeve, you may set aside all those that you cannot sleeve, but must sleeve any that you can.

Why not sleeve immediately? Sometimes, you will buy an Advancement that you want to sleeve onto a specific card in your deck, but you did not play that card this turn. Being able to keep the Advancement set aside until you next play that card can be very useful.

5. Discard & Draw

Place all of the cards you played this turn into your discard pile. Any cards you did not play stay in your hand. Then, draw cards from your deck.

When drawing cards, if you ever run out of cards in your deck and need to draw more, shuffle all the cards in your discard pile together to reform your deck.

  • Your normal hand limit is 6 and your draw amount is 4. Therefore, if you have 0, 1, or 2 cards left in your hand, you would draw 4 cards. However, if you have 3 or more cards left in your hand, you simply draw until you have 6 cards.
  • Your hand limit can be increased by some game effects. Specifically, each island you control with the increased hand size icon (Hand limit increase) increases your hand limit by 1. Note, if your hand limit decreases on an opponent’s turn (for example, you lose control of an island with that icon) you don’t have to discard down to your new hand size.
  • Your draw amount can be temporarily increased with the bonus draw effect (Bonus draw). For each bonus draw icon you played this turn, you draw 1 additional card. However, the bonus draw ability does not increase your hand limit, only your draw amount. Thus, too much bonus draw in the same turn can be wasted.
Example: Discard and Draw Hand Limit
Example: Discard and Draw Hand Limit

Example: During the turn, you played 2 cards which have bonus draw abilities. When drawing cards at end of turn, you would normally draw 4 cards, but because you have 2 bonus draw abilities you would draw 6 cards instead. However, you still have 1 card in hand, and your hand limit is 6. Therefore, you only draw 5 cards.

Leveling

After your turn has finished, at any point before the start of your next turn, you may level up one Sailor card in your hand. Normally, you will do this while the other players are taking their turns. You can even do this in response to being attacked by an opponent before the combat is resolved. If you haven’t leveled up a card before the start of your next turn, do it before taking your turn.

To level up a Sailor card, remove the Ability card from the sleeve, turn it around (or flip it when going from level 2 to level 3), and re-sleeve it so that the next level is now visible. The card stays in your hand, so you will have the option to use it on your next turn.

The reference cards provided with the game show you all the different abilities of the cards at their different levels. The bottom right of each card also depicts a preview of the next level.

Leveling Up a Sailor Card
Leveling Up a Sailor Card

Suggested rule for shuffling: Your “cards” may have noticeably different thicknesses based on how many Advancements have been added to each. When shuffling, you may find it hard to not feel where your thickest and thinnest cards are. If you are worried about this, we suggest that after shuffling your deck, you ask the player to your right for a “cut number”; they pick any number from 1 to 6 and you take that many cards from the top of your deck and put them at the bottom. You could also use a six-sided die to randomize a cut number. While you may still have an idea of where your thick and thin cards ended up in your deck (which is ok), you won’t have been able to decide where they ended up (which would be cheating).


Card Syntax

  • If a card has more than one ability separated by a green vertical line, these abilities can be used independently of each other.
  • If an ability has multiple effects separated by a red slash, you must choose which effect to resolve.
  • The depiction of a gray icon on a white card means “the number of that thing on this card”. Note this icon does not itself count as one of the depicted icons.
  • [ ICON ] X [ ICON ]: You gain the thing on the left of the X for each instance on this card of the thing on the right of the X.
Ability Examples: Crew, Bosun, Multipliers
Ability Examples: Crew, Bosun, Multipliers

Gaining and Spending Coins & Cargo

When something tells you to gain or pay Coin or Cargo, it will indicate where those Cargo / Coin are “gained to” or “paid from”:

  • If an anchor symbol is shown, the Cargo / Coin is gained in Harbor and is placed on your Dock tile (Coin goes straight to your Treasure chest).
  • If a Ship symbol (Ship) is shown, the Cargo / Coin is gained directly on your Ship; if you cannot fit the Cargo / Coin onto your Ship then you either have to jettison or unload it or other Cargo / Coin to make space.
  • Take 1 Coin from the general supply and place it on your Dock tile.
  • Take 1 Coin from the general supply and place it on your Ship.
  • Take 4 Cargo from the general supply and split it however you want between your Ship and your Dock tile.
  • Spend 2 Coin from your Ship.
  • Spend 2 Cargo from either your Ship or Dock tile (or one from each).

Description of Abilities

  • Sail: This ability is not used as an action. Sail icons visible on cards you have played are counted when you set Sails.
  • Place Influence: This ability can only be used when your Ship is on an Ocean board with an island. Place a cube of your color onto an empty slot [A] of the island. If there are no empty slots, choose a slot occupied by an opponent’s cube, and replace that cube with your own (return the opponent’s cube back to them).
    Note: If an ability, like the Buccaneer, gives you multiple Influence cube (Influence cube) icons at once, you must use all the Influence cubes possible from that ability before doing anything else; you cannot use some now and store the others for later in the turn.
    After placing a cube, check to see if you take control of the island. If you do, place an additional cube in the Permanent cube area [B].
  • Production: This ability allows you to produce at an island. You don’t need to control or be on the ocean board with the island to produce there, but you will generally want to choose an island that you control (or plan to soon control), so that you can load that Cargo / Coin onto your Ship.
    When an island produces, place a number of Coin and/or Cargo as depicted in the bottom right of the board onto the island [E].
    Ocean boards depicting Open seas boost the production on adjacent islands. When an island produces, it produces 1 additional Coin for each adjacent open sea space with a Coin pointing at it [D].
    Island production is also increased by 1 Coin and 1 Cargo if there is an Outpost on the island [C].
  • Draw bonus: This ability may not be used during your Main phase. Instead, during your Cleanup phase, for each of these abilities you played this turn, draw 1 extra card (but still not past your hand limit). Therefore, it will give you extra cards next turn, but not this turn.
  • Running out of cubes: Anytime you need a cube but don’t have any available, you may remove one of your non-permanent cubes from any island and use that as the cube you need.
  • Constructing a Building: This ability allows you to construct 1 Building of your choice on an island you control for the cost indicated; you do not need to be on the Ocean board with the island to do this. If you control an island, you control all the Buildings on that island. Whenever control of an island changes from one player to another, remove all Buildings on the island.
  • Attack flag: This ability allows you to choose an opponent’s Ship on the same Ocean board as your Ship, or in Harbor with your Ship, and resolve a Ship battle against that player.
    Note: Being in or out of pirate mode has nothing to do with using this icon to attack an opponent’s ship.
  • Cannon: In battles, each Cannon you have gives you 1 Battle cube. Also, many abilities will reference Cannons and combo with them when sleeved on the same card.
  • Battle abilities: Any ability that starts with “BATTLE:” can only be used during a battle.
  • Wheels: This icon does nothing on its own, but many other abilities will reference it and combo with it when sleeved on the same card.
  • Upgrading your Ship: This ability allows you to Upgrade your Ship. There are two categories of Upgrade tiles: Basic and Advanced. When you use this ability, after paying any costs depicted on the ability, choose an available Ship Upgrade tile of the appropriate category and place it on a blank space of your Ship. If all the spaces are full (either with a token or starting effect), replace one of the current spaces with the new tile by placing it on top of another Upgrade or on one of the starting effects. Don’t discard the replaced tiles; you will still score them at the end of the game and they are important for the Elite Vessel Achievement.
  • Repairing damage: This ability allows you to remove 1 Damage from your Ship. Often this comes at a cost (2 Coin from your Ship or Dock tile in the ability depicted here).
  • End of Game scoring Advancements: An ability with purple borders is only scored at the end of the game.
Island Board Layout, Influence Slots and Production Bonuses
Island Board Layout, Influence Slots and Production Bonuses

Island Control

Each island has a number of slots for cubes [A] (each slot can hold 1 cube), and an area for permanent cubes [B] (no cube limit).

You are considered to control an island if you meet both of these conditions:

  1. You have more cubes on the island than any other player (including permanent cubes).
  2. You have more cubes than the number of empty slots on the island.

Note: You may only load Cargo and Coin from islands you control. Also, control of islands will get you additional Coin at the end of the game as indicated in the top right of the island’s board.

Permanent Cubes

Whenever you take control of an island, place an additional cube on the island in the “Permanent cube area” on the right side of the board; do not place it on one of the slots. This cube contributes to determining who has control of the island, but it can never be removed. If you take and lose control of the same island multiple times, you will end up with multiple permanent cubes on that island.

Seahound Isle Control and Scoring Slots
Seahound Isle Control and Scoring Slots
Island Control Progression Examples on Widow's Bridge
Island Control Progression Examples on Widow's Bridge
Taking Control of Island with Influence and Adding Permanent Cube
Taking Control of Island with Influence and Adding Permanent Cube

Building Types

There are 3 types of Buildings. Each island may have at most 1 Building of each type. All Buildings are worth 1 Coin to the player who controls the island at the end of the game.

  • Forts (Fort): Help you defend the island. If you control an island with a Fort, other players may not interact with that island (place or remove cubes, produce, load/unload Cargo / Coin) even with card abilities, unless the card ability explicitly says it overrides Forts. They may still buy the Advancement or resolve an Encounter on the space. A player whose Ship is in the space with an opponent’s Fort may choose to attack the Fort in order to destroy it (an Attack flag is not required).
  • Outposts (Outpost): Boost production. Whenever an island with an Outpost produces, it produces an additional 1 Coin and 1 Cargo. Outposts cannot be attacked.
  • Garrisons (Garrison): Have the same properties as Forts, but are weaker in battle. In addition, whenever another player’s Ship enters a space with a Garrison you control, even if it just passes through, that Ship immediately takes 1 Damage.
Island with Fort and Outpost Example
Island with Fort and Outpost Example

Battle Rules

There are three types of battle: Player Ship vs. Non-Player Ship, Player Ship vs. Player Ship, and Player Ship vs. Building battles.

Cannons and Battle abilities contribute to winning battles. It is possible to get into multiple battles on your turn but each Cannon and Battle ability may only be used once per turn. If you plan on fighting multiple battles on your turn, you will need to decide how many Cannons and Battle abilities to use in your first battle and how many to save for further battles.

You may never battle the same Ship, Building, or Non-player more than once in a turn. For example, if you move into an Ocean board with an opponent’s Ship in Pirate mode and battle them, you may not then choose to attack that Ship later in the same turn.

Player vs. Non-Player Battle

This type of battle happens when you attack an Encounter e.g. a Merchant ship. Resolve it by carrying out the following 5 steps in order:

  1. Take Battle cubes: The number of Battle cubes you have is based on the number of Cannon icons you have. You have 1 Cannon printed on your Ship board and you may play additional cards from your hand that depict 1 or more Cannon icons and/or have a Battle ability. For each Cannon icon that you choose to use, take 1 cube from your supply. The back of the Encounter card will tell you how many Battle cubes it gets. Take that many black cubes.
    Running out of cubes: If you do not have enough Battle cubes left in your supply, you may choose to take fewer cubes, or you can remove non-permanent cubes from islands to make up some or all of what you are missing. However, you do not get to put those cubes back on the islands after the battle.
  2. Drop Battle cubes: Drop the Battle cubes (yours and your opponent’s) all at once into the top of the Battle ship from the height of the masts in a “neutral manner”, immediately resolving any exploding shots.
  3. Resolve Battle abilities: You may use any Battle abilities that you have available in any order. Using Battle abilities is optional.
  4. Resolve the Battle ship: See the Battle ship Details section.
  5. Determine the outcome: Apply the effect on the back of the Encounter depending on whether you won or lost. A Ship that has 5 or more Damage on it now sinks.

Player Ship vs. Player Ship Battle

Player Ship vs. Player Ship battles happen when you use an Attack flag (Attack flag) ability on an Advancement, or when you end your movement on an Ocean board with an opponent’s Ship in Pirate mode.

To resolve a Player Ship vs. Player Ship battle, follow these 5 steps, in order:

  1. Take Battle cubes: First the active player (the player whose turn it is) determines how many Battle cubes they take as per the rules on Player vs. Non-Player battles. Then, the inactive player may play any cards from their hand that have Cannons or Battle abilities, before determining their total Battle cubes. If either player is at an island they control, they add 1 additional Battle cube for each Building on that island. If the player that was attacked is in Harbor, they get 4 additional Battle cubes.
    Note: Cards played by the inactive player stay in play until that player’s next Cleanup phase. Any abilities on them can therefore be used on that player’s next turn just like if they had been played that turn. This includes Cannons and Battle abilities because they can be used once per turn, and using them on another player’s turn means they can still be used as normal on the owning player’s turn.
    Because each Cannon and Battle ability can be used once per turn, this means that if Player 1 attacks Player 4, and Player 4 plays a card with a Cannon in defense, that card stays in play. If, on Player 2’s turn, they attack Player 4, the Cannon can be used again, and then again if they are attacked by Player 3, and then yet again, on Player 4’s turn.
  2. Drop Battle cubes: Drop the Battle cubes (yours and your opponent’s) all at once into the top of the Battle ship from the height of the masts in a “neutral manner”, immediately resolving any exploding shots.
  3. Resolve Battle abilities: Taking turns, starting with you (the active player), each player may use one Battle ability or pass. This goes back and forth until both players pass consecutively, at which point this step ends, and you proceed to step 4. Using Battle abilities is optional and each can be used at most once per turn.
  4. Resolve the Battle ship: See the Battle ship Details section.
  5. Determine the outcome:
    • The losing player places 1 Damage onto their Ship board. This is the only default consequence for losing.
    • If the winning player does not have the Legendary achievement, they place one cube on that Achievement. This is the only default consequence of winning.
    • If the losing Ship was in Pirate mode, it is changed to Mercantile mode.
    • If the battle was caused by you moving onto a space with another player in Pirate mode and you lost the battle, you are blockaded and cannot interact with the island where the battle took place.
    • A Ship that has 5 or more Damage on it now sinks. It is possible for both ships to sink during the same battle. It is also possible for a player to both “win the battle” and have their Ship sink (a pyrrhic victory).

Battle Ship Details

The Battle board is divided into a number of zones:

  • If any part of a cube is touching a zone, that cube is considered to be in that zone.
  • If a cube is at an angle on both the zone and raised border, it is considered in that zone.
  • Any time a cube is dropped and ends up fully balanced on a raised border, it is immediately re-dropped. Continue re-dropping as necessary until all cubes are in a zone.
Zone Resolution Order
  1. Exploding shots: Each cube in this zone is removed and dropped again into the Battle ship along with 1 extra cube of the same color. If there are multiple cubes in this zone, drop all of them and the extra cubes at the same time. Repeat this process until there are no cubes in the Exploding Shot zone.
  2. Battle abilities:
    • If in a battle with a Non-Player, or if attacking a Building, simply use all battle abilities you want to in any order.
    • In a player Ship versus player Ship battle, starting with the active player, players will take turns resolving one of their Battle abilities or passing. This process ends once both players pass consecutively.
    • If a Battle ability causes any cube to end up in the Exploding Shot zone, resolve them as per step 1 before moving on to the next Battle ability.
  3. Plunder (Skip this step in battles with Buildings): Each cube that is in one of these zones is removed and the owning player gains the indicated Cargo / Coin from the supply. These must either be placed into a hold with available capacity on their Ship, on the island where the battle is taking place, or discarded back to the supply. If you are battling a non-player (i.e. Merchant Ship) you still gain plunder, but the non-player obviously does not.
  4. Damage: Each cube that is in one of these zones is removed and the owning player causes 1 Damage to the opponent’s Ship, placing a Damage on the opponent’s Ship board. Note: Dealing damage does not help you win the battle.
  5. Determine the winner: Each cube in these zones contributes either 1 or 2 Battle strength as depicted. The side with the highest total Battle strength wins the battle. In the case of a tie, the active player (the player whose turn it is) wins.
Battle Board Zones and Cube Placement Rules
Battle Board Zones and Cube Placement Rules

Player Ship vs. Building Battle

If your Ship is in a space with an opponent’s Fort or Garrison, you may choose to attack the Building(s) as an action, even without having an Attack flag. Outposts cannot be attacked.

  • You cannot attack a Building if there is an opponent’s Ship in Pirate mode on the island. You must win the automatic battle against the opposing Ship, forcing them into Mercantile mode, before you can choose to attack the Fort and/or Garrison.
  • Ships and Sailor cards cannot be used in the defense of buildings during battles.
  • If an opponent’s Ship is in the space and in Mercantile mode, it does not contribute to the battle. Therefore, if a player wants to use their Ship to defend an island, they should go into Pirate mode at the end of their turn.

To resolve an attack on a Building, follow the normal 5 steps for a Player Ship vs. Player Ship battle, with the following exceptions:

  1. Take Battle cubes: The defender gets 5 Battle cubes if they have a Fort, 2 if they have a Garrison, and 7 if they have both. They may not use Cannons on cards or their Ship.
  2. Drop Battle cubes: No changes to this step.
  3. Resolve Battle abilities: Only the attacker may use Battle abilities.
  4. Resolve the Battle ship: Neither player gets any plunder. The attacking Ship takes Damage as normal.
  5. Determine the outcome: Same as a Player Ship vs. Player Ship battle, if the ship loses, it takes 1 Damage. If the Ship wins, the Fort and/or Garrison are removed.

Example of Complex Ship vs Ship Battle

The Active player, Purple, moves their Ship onto the same island space as the Green player. Purple has an Attack flag (Attack flag) on their Level 3 Captain, and chooses to attack Green.

  1. Purple determines Cannons: Purple has 2 Cannons from their Ship, 3 Cannons on its Gunner card, and 1 Cannon on its Deck Hand. Purple declares they are using all 6 Cannons.
  2. Green reacts: Green plays a level-2 Gunner and a level-1 Crew. Green has 1 Cannon from their Ship, 1 Cannon from its Gunner, and 1 Cannon from its Crew (total 3 Cannons).
  3. Drop Cubes: Drop all 9 cubes (6 purple and 3 green) at the same time into the Battle ship.
  4. Abilities (Round 1): Purple is currently winning 2 Battle strength to 2 (active player wins ties) and chooses to pass.
  5. Green uses their “Drop 2 cubes” ability. One cube lands in the exploding shot zone and the other in the plunder zone. Green drops the exploding cube plus 1 extra. The 2 newly dropped cubes land in Battle strength and Exploding shot zones. Green is now winning 5 to Purple’s 2.
Battle Example: Cannons Declared and Initial Cube Drop
Battle Example: Cannons Declared and Initial Cube Drop
  1. Purple uses their “Drop 2 cubes” ability. One purple cube knocks the green cube out of the 2-strength zone into the plunder zone. The second purple cube lands in the 1-strength zone. Green is now winning 3 to 2.
  2. Green has no battle abilities left and must pass.
  3. Purple uses their “Gain 1 Battle strength” ability, bringing the total to 3 vs 3 (Purple leads on tie-breaker).
  4. Green passes.
  5. Purple passes.
  6. Plunder: Green gains 1 Cargo and 1 Cargo or Coin to their Ship. Purple gains 5 Coin, 2 Cargo, and the choice of 2 Cargo and/or Coin to their Ship.
  7. Damage: Green has a cube in a damage zone, so Purple’s Ship takes 1 Damage.
  8. Outcome: Green lost on tie-breaker (3 to 3) so Green’s Ship takes 1 Damage. Purple won and places 1 cube on the Legendary Achievement.
Battle Example: Final Abilities and Plunder Resolution
Battle Example: Final Abilities and Plunder Resolution

Sunken Ships

If your Ship has 5 or more Damage on it at the end of a battle, it sinks. If your Ship receives its 5th Damage in the middle of a battle (e.g. from a Battle ability), finish resolving the battle before the Ship sinks. If your Ship receives its 5th Damage not during a battle, the Ship sinks immediately.

When your Ship sinks:

  • If you have 5 or more Coin on your Ship, immediately lose all of the Coin on your Ship (return them to the supply). If you have fewer than 5 Coin on your Ship, keep them there, and lose 5 Coin from your Treasure chest instead.
  • Cargo on your Ship is not lost when you are sunk.
  • Place your Ship at Harbor, remove all Damage, and move any Cargo on it to your Treasure chest. Set your Ship to Mercantile mode with its Sails set to 0.
  • If another player was the cause of your Ship sinking (they inflicted the 5th Damage via a battle, a Garrison, or an ability on a card), that player gains the Coin you lost rather than them being put into the supply. That player places the Coin directly into their Treasure chest.

Achievements Overview

There are 9 Achievements in the game, depicted along the top of the Harbor board. At any point on your turn, if you meet the requirements of an Achievement, place 1 of your Achievement markers on the space to indicate you have completed that Achievement. Multiple players may gain the same Achievement.

It is possible that you meet the conditions of several Achievements on another player’s turns (denoted by *). However, you must wait to place your Achievement marker until your own turn starts, so long as you still meet the conditions of the Achievement at that time.

Once placed, Achievement markers cannot be removed, even if the player no longer meets the conditions required.

Achievements List

  • Legendary*: Win 4 non-Building battles with your Ship. The first 4 times you win a non-Building battle with your Ship during the game, place one of your cubes on this Achievement. After the 4th time, return those cubes back to your supply and place one of your Achievement markers here.
    Note: “Winning a non-Building battle with your Ship” means a battle against any Non-Player (e.g. Merchant ship) or against an opponent’s Ship. Defending successfully with a Building or defeating a Building does not count.
  • Expert Sailors*: Have 3 cards of level 4. The first 2 times you get a card to level 4, place 1 of your cubes here. The 3rd time, return those cubes to your supply and place one of your Achievement markers here.
  • Terror of the Sea*: Sink a Ship. The first time you sink another player’s Ship during the game, place one of your Achievement markers here.
  • Builder: Own 5 or more Buildings. If you ever have 5 Buildings at the same time on islands you control, immediately place an Achievement marker here. If, later in the game, you have fewer than 5 Buildings on islands you control, you do not lose this Achievement.
  • Capitalist*: Have 30 or more Coin in your Treasure chest. Note: Even though Coin in your Treasure chest are secret, you are not allowed to conceal the fact that you have gained this Achievement; once you reach 30 or more Coin you must announce it and place your marker.
  • Settler: If you ever have a total of 6 or more permanent cubes across islands, place one of your Achievement markers here.
  • Elite Vessel: Acquire 4 Ship Upgrades. As soon as you acquire your 4th Upgrade, place an Achievement marker here. Remember to count all Upgrade tiles on your Ship, even ones covered over with other tiles.
  • Explorer: The number of Ocean boards you need to explore in order to meet the requirements is dependent upon the number of players:
    • 2-player game: Explore 5 spaces.
    • 3-player game: Explore 4 spaces.
    • 4-player game: Explore 3 spaces.

    Each time you explore an Ocean board, place one of your cubes here. Once you have explored the required number, return your cubes to your supply and place your marker here. (If it is no longer possible for you to meet the requirements, return all the cubes here back to your supply.)

  • Master Merchant: Return 12 Cargo from your Ship and/or Dock tile back to the supply to place an Achievement marker here. Note: You must return 12 Cargo at once for no other benefit.

Optional Rule – Bonus Achievement Tokens

If this is your first game or you want a change of pace, deal 2 Bonus Achievement tokens to each player at the start of the game and have them choose 1, kept face down. At the end of the game each player reveals their token. Each completed Achievement that appears on the token is worth a bonus 2 Coin.


Game End

At the end of your turn, if you have 4 or more Achievement markers placed on the Harbor board, the end of the game is triggered. Each other player gets one final turn, and then the game ends (the player who triggered the end does not get an additional turn). Each player should still draw new cards as normal at the end of their final turn, and can level up as normal, as those cards can be used in possible battles.

After a player has taken their final turn:

  • Their Influence cubes on islands now require two “place influence” actions by opponents to replace them instead of one.
  • If a player who has taken their final turn is involved in a battle, they get 2 additional Battle cubes in the battle.

After all players have taken their final turn, add up the Coin.

Scoring

  • Achievements: Players gain the Coin value of Achievements they have completed.
  • Coins in Treasure chests, on Ships and on Islands: Players score all the Coin in their Treasure chest, on their Ship and on islands they control.
  • Buildings: Players gain 1 Coin for each Building on islands they control.
  • Advancements: Players score 1 Coin for every 2 Advancements on their cards or set to the side.
  • Ship Upgrades: Players gain 1 Coin for each Basic Ship Upgrade and 2 Coin for each Advanced Ship Upgrade. Upgrades that have been covered over still count for Coin.
  • End of Game Advancements: Players gain Coin based on any end of game effects they have on their Advancement(s).
  • Islands: Players score for their Influence cubes on each island:
    • The most cubes on an island gets Coin according to the larger of the numbers shown in the top right of the ocean board.
    • The 2nd most cubes gets the 2nd largest number in Coin.
    • Likewise for 3rd most, though not all islands score for 3rd most.
    • If two or more players are tied for a position, they all score the next value down for Coin. If there is a tie for 3rd place, no Coin are awarded to those tied players.
    • When determining who has the most cubes, empty cube spaces on islands count as another player whose points are not tracked. It is possible for the empty cubes spaces to win or tie for 1st, 2nd, or 3rd.
End of Game Advancements Examples
End of Game Advancements Examples
Example: Island Majority Scoring and Ties
Example: Island Majority Scoring and Ties

Winning the Game and Tie-Breaker

The player with the most coins wins!

In case of a tie, the tied players count up all the Cannons on their Ship and on all the cards in their deck and take that many of their cubes (and can use cubes from the islands if necessary). All at once, drop all those cubes in the tower. Resolve exploding shots but not Battle abilities. The most Battle strength wins the game. If still tied, repeat the battle. A tied battle like this may involve more than 2 players at the same time.


Navigating Dead Reckoning… Strategy Tips

Pirate

If the open sea is what you love, the deck pitching beneath your feet, the rigging in your hands, rum in your belly and blood on your cutlass, then the life of a pirate is for you. On the sea, all people are free. Free to do as they wish and take what they want. The only allegiance a person owes is to their captain, their crew and most of all to themselves.

Pirates take what they want, and damn all who say they can’t. If you’re strong enough to keep it, it’s yours. When a pirate is hungry, he raids a port and takes supplies. When she needs coin, she sinks a merchant vessel and takes its cargo. And when you want blood, a privateer Ship will do nicely for a good scrap. A new island? Good for a hideout. An outpost? It’s like a gift, all wrapped up nice and neat.

The rules of the sea must be followed. Never raid without flying the blackjack. Bad luck will follow. When you steal treasure, toss a coin off the bow, or the dead come for their due. And if you kill a man on the sea, throw his body in. The beasts what live beneath the waves will take what’s theirs, and if you don’t give it to them, they’ll take you instead.

  • Look for Advancements with Cannons and Battle abilities.
  • Let no Merchant ship sail untouched.
  • Focus on your Captain, Gunners and/or Bosun.
Pirate Strategy Example Cards
Pirate Strategy Example Cards

Privateer

Contrary to what some say, the sea is not a no-man’s land. The crown holds sway to the horizon, and that includes the ocean as well. But can a governor patrol it? Of course not. Why would they, when their gold can purchase the loyalty of privateers? Soldiers are hamstrung by nationalism and dogma. A privateer is a true professional.

Privateers enforce the law upon the sea. Piracy is not to be tolerated. Merchants attempting to hide their bounty without paying the governor their due taxes must be punished. And explorers can only operate within the realm of their charter, claiming land for the crown, or else be driven off the seas or beneath them. Operating illegally can make them worse than pirates. What’s worse than stealing coin? Stealing land. That’s stealing from the crown directly, and privateers are paid well to prevent it.

A privateer must maintain discipline. Cannons must be cleaned and powder stored. New discoveries should be charted, and notifications made to the governor, although the privateer’s charter allows a crew to claim a small percentage of the bounty gleaned through such endeavors. Merchants and explorers are allies if they are operating under legitimate pretenses. Pirates, however, are always sent to the bottom of the sea.

  • Look for a strong balanced mix of Advancements for battle and island control.
  • Harry merchants or trade with them, control multiple islands and harvest from them where you can.
  • Focus on at least 1 Crew, Buccaneer, and/or Deck Hand.
Privateer Strategy Example Cards
Privateer Strategy Example Cards

Merchant

The sea is money, and do not think otherwise. There are lands beyond those belonging to the crown, and resources that can make a sailor’s fortune in a single sea voyage. Wealth may come from gold, but gold comes from the sea. Endless islands with treasures undreamt of wait to be discovered! Some may hold actual gold, but others rare herbs, spices, or artifacts… there’s no end to the variety of wealth available. The governor must have their due, else they’ll take it all and throw one into debtor’s prison, but numbers are a merchant’s game.

Nations engage in trade, but usually on a scale so large it complicates everything. There’s little in the way of profit. That’s why the merchant and his Ship have so many opportunities; they engage in trading in a way most nations simply can’t because the return isn’t worth it. A merchant crew can make enough money to last a lifetime, though. But there are dangers aplenty. Storms, aggressive wildlife, yes, and most of all… pirates.

The merchant life is difficult. It’s back-breaking work, and the reward often isn’t what was promised. The dangers are significant and fighting pirates has claimed the lives of more mariners than anyone will admit. But the rewards can be enough that there’s no shortage of willing crew, even if they have to haul crates until then.

  • Trade with other Merchant ships, look for Advancements that give you additional island production.
  • Control a small number of high-yield islands, secure them and enhance them with Buildings, harvesting from them regularly.
  • Focus on your First Mate, Purser and/or Crew.
Merchant Strategy Example Cards
Merchant Strategy Example Cards

Explorer

There are many who say the sea is an opportunity for plunder, glory, or profit. What they don’t understand is that these are not the true rewards of the open sea. The speed of a strong tailwind and thrill of an unknown destination; that is the real reward. There is no greater joy than setting Sail across uncharted waters, or setting foot on virgin sands. What are riches compared to such experience?

The thrill of exploration is one that many will never know. Sadly, this lifestyle is expensive, and few can afford it. Mostly governors who seek to expand the crown’s holdings, unfortunately, but on occasion a captain or a nobleman is bored enough to sponsor an expedition or conduct one themselves. While their motives can be suspect, they grant others the joy of an unknown destination, which is no small thing.

Exploration is the thrill of discovery. An uncharted island is the heart’s desire of every explorer. What lies ahead? In many cases, little other than the beautiful virgin sea. In some cases, however, one can discover new wildlife, natural wonders, or mysterious artifacts. The thrill of the mystery cannot be understated, and fame and fortune are possible when momentous discoveries are made. Just watch out for pirates and everything will be perfect…

  • Early on target Advancements that give you Sails, look to buy from the farthest islands later, where the best Advancements lie, and use their power to pull away at the end.
  • Sail far and sail early, explore new islands and target the 3rd or 4th Row with high sailing capacity, both for value and island control, as others will not be able to get there with the same regularity.
  • Focus on a Deck Hand, Buccaneer and/or Bosun.
Explorer Strategy Example Cards
Explorer Strategy Example Cards

Sailor Card Reference

The 12 sleeved cards in your deck are “Sailor cards”. Each of these 12 Sailor cards is considered to be a single card, comprised of the illustration card, the Ability card and any number of Advancements sleeved with them.

All Sailor cards start with an Illustration card and an Ability card. The Illustration card simply has an image at the top and the rest of the card is transparent. Ability cards are made from card-stock rather than plastic and are double-sided. These cards have 4 abilities (2 on the front and 2 on the back) each with a level 1, 2, 3, or 4. The Illustration and ability cards are designed such that when sleeved together only the current level of the card is visible.

In the middle of the card are 3 slots where Advancements can be put, top, middle, bottom. A Sailor card can have a maximum of 5 cards within its sleeve, an Illustration card, an Ability card, and up to 3 Advancements.

Captain

  • Level 1: Gives you 1 Sail (Sail).
  • Level 2: Gives you an Attack flag (Attack flag) and 1 Wheel (Wheel).
  • Level 3: Gives you an Attack flag, 1 Wheel and a Battle ability that can only be used in [Ship vs. Ship] battles (e.g. vs. Player ships or Merchant ships): if you win the battle, gain 1 Coin on your Ship for each Wheel icon you have on this card.
  • Level 4: Similar to the level 3 Captain except it also has a Cannon (Cannon), and the Battle ability now grants 2 Cargo on your Ship in addition to 1 Coin on your Ship for each Wheel icon you have on the Captain card.
Captain Sailor Cards Levels 1 to 4
Captain Sailor Cards Levels 1 to 4

Crew

  • Level 1: Gain 1 Coin on your Dock tile.
  • Level 2: Gain 2 Coin on your Dock tile. Also, if you are in Harbor (Anchor), you may pay 2 Coin (from Ship or Dock tile) to repair 1 Damage on your Ship.
  • Level 3: Gain 3 Coin on your Dock tile. Also, you may pay 2 Coin (from Ship or Dock tile) to repair 1 Damage on your Ship, regardless of where your Ship is.
  • Level 4: Gain 4 Coin on your Dock tile and/or on your Ship board in any combination. Also, you may repair 1 Damage for free regardless of where your Ship is.
Crew Sailor Cards Levels 1 to 4
Crew Sailor Cards Levels 1 to 4

First Mate

  • Level 1: Gain 1 Coin on your Dock tile.
  • Level 2: Build 1 Building for the costs (from Ship or Dock tile) shown. Your Ship does not need to be at the island to build there, but you do need to control the island.
  • Level 3: Build up to 2 Buildings for the costs (from Ship or Dock tile) shown. Your Ship does not need to be at the island to build there, but you do need to control the island.
  • Level 4: Build up to 3 Buildings for the costs (from Ship or Dock tile) shown. Your Ship does not need to be at the island to build there, but you do need to control the island.
First Mate Sailor Cards Levels 1 to 4
First Mate Sailor Cards Levels 1 to 4

Bosun

  • Level 1: Gain 1 Coin on your Dock tile.
  • Level 2: Has 1 Wheel (Wheel) and gains you 1 Coin on your Dock tile.
  • Level 3: Has 1 Wheel and an ability that either gains you 1 Coin on your Dock tile, or allows you to pay 3 Coin (from Ship or Dock tile) for a Basic Ship Upgrade (Basic upgrade).
  • Level 4: Has 1 Wheel and an ability that either gains 1 Coin on your Dock tile, or allows you to pay 3 Coin (from Ship or Dock tile) for a Basic Ship Upgrade, or pay 6 Coin (from Ship or Dock tile) to gain an Advanced Ship Upgrade (Advanced upgrade).

Note: Ship upgrades may be used as long as they are on your ship, including the turn they are acquired.

Bosun Sailor Cards Levels 1 to 4
Bosun Sailor Cards Levels 1 to 4

Gunner

  • Level 1: Gain 1 Coin on your Dock tile.
  • Level 2: Gain 1 Coin on your Dock tile. Has 1 Cannon (Cannon).
  • Level 3: Gain 2 Coin on your Dock tile. Has 1 Cannon and a Battle ability that lets you drop 2 cubes into the Battle ship.
  • Level 4: Gain 2 Coin on your Dock tile. Has 1 Cannon and a Battle ability that lets you drop 2 cubes into the Battle ship, and another Battle ability that lets you remove one of your previously dropped cubes to deal 1 Damage to the enemy Ship and gain 2 Coin on your Ship.
Gunner Sailor Cards Levels 1 to 4
Gunner Sailor Cards Levels 1 to 4

Deck Hand

  • Level 1: Place 1 Influence cube (Influence cube).
  • Level 2: Place 1 Influence cube OR Gain 1 Sail (Sail).
  • Level 3: Place 1 Influence cube OR Gain 2 Sails.
  • Level 4: Place 1 Influence cube and gain 3 Sails.
Deck Hand Sailor Cards Levels 1 to 4
Deck Hand Sailor Cards Levels 1 to 4

Buccaneer

  • Level 1: Place 1 Influence cube (Influence cube).
  • Level 2: Place 2 Influence cubes.
  • Level 3: Place 3 Influence cubes.
  • Level 4: Place 4 Influence cubes.

Note: If an ability, like the Buccaneer, gives you multiple Influence cube (Influence cube) icons at once, you must use all the Influence cube from that ability before doing anything else; you cannot use some now and store the others for later in the turn.

Buccaneer Sailor Cards Levels 1 to 4
Buccaneer Sailor Cards Levels 1 to 4

Purser

  • Level 1: Produce (Produce) on any 1 island.
  • Level 2: Produce on up to 2 different islands.
  • Level 3: Produce on up to 3 different islands.
  • Level 4: Produce on up to 4 different islands. Also boosts those productions by 1 Cargo and 1 Coin on each island.
Purser Sailor Cards Levels 1 to 4
Purser Sailor Cards Levels 1 to 4

Icon Reference

Cargo & Coin

  • Gain cargo ship dock Gain Cargo on Ship/Dock
  • Gain cargo dock Gain Cargo on Dock
  • Gain cargo ship Gain Cargo on Ship
  • Gain cargo island Gain Cargo on Island
  • Spend cargo coin ship dock Spend Cargo + Coin from Ship/Dock
  • Spend cargo ship dock Spend Cargo from Ship/Dock
  • Spend cargo dock Spend Cargo from Dock
  • Spend cargo ship Spend Cargo from Ship
  • Gain coin ship dock Gain Coin on Ship/Dock
  • Gain coin dock Gain Coin on Dock
  • Gain coin ship Gain Coin on Ship
  • Gain coin island Gain Coin on Island
  • Gain cargo coin island Gain Cargo + Coin on Island
  • Gain coin scoring Gain Coin during Scoring
  • Lose coin scoring Lose Coin during Scoring

Locations & Buildings

  • Island Island
  • Different islands Different Islands
  • Island no cubes Island Where You Have No Cubes
  • Harbor Harbor
  • Ship Ship
  • Outpost Outpost
  • Fort Fort
  • Garrison Garrison

Other

  • Basic ship upgrade Basic Ship Upgrade
  • Advanced ship upgrade Advanced Ship Upgrade
  • Produce Produce
  • Repair damage Repair Damage
  • Damage Damage
  • Attack flag Attack Flag
  • Draw Bonus
  • Defense cube Defense Cube
  • Exploding cube Exploding Cube
  • Place influence cube Place Influence Cube
  • Permanent influence cube Permanent Influence Cube
  • Gain sail Gain Sail
  • Gain wheel Gain Wheel
  • Row 1
  • Row 2 Row 2
  • Row 3 Row 3
  • Row 4 Row 4
  • Battle strength Battle Strength
  • Cargo coin capacity Cargo + Coin Hold Capacity
  • Advancement slot indicator Advancement Top/Middle/Bottom
  • Total cannons on card Total Cannons on Card
  • Total wheels on card Total Wheels on Card

Game Credits

  • Game Design: John D Clair
  • Art & Graphic Design: Ian O’Toole
  • Director of Projects: Nicolas Bongiu
  • Production: David Lepore
  • Rulebook Graphics & Layout: Stephanie Gustafsson
  • Rules: Paul Grogan
  • Proofing: Ryan Dancey, Luke Peterschmidt, John Goodenough
  • Editing: John D Clair, Luke Peterschmidt, Mark Wootton
  • Additional Development: Josh Wood, John Zinser
  • Project & Development Lead: Mark Wootton

Introduction & Overview

Introduction

The wind picked up again, filling the Sails and finally dispersing the cannon smoke on the air. Smitty breathed a sigh of relief as the vessel that had just attacked them became smaller on the horizon. “I thought we was done for, lads,” he said to the others on the gun deck. “Thought we was going straight to the bottom, I did.”

“Belay that talk, Mr. Smith,” Captain Kern’s sharp tone commanded.

Smitty winced as the captain and her sidekick, cabin boy Gunter, strode down the stairs onto the gun deck. “That was the Black Rose. It will be back. Its captain will never stop until that ship is beneath the waves, or he claims my treasure for his own.”

The gunners all looked at one another anxiously. Any time that the captain started talking about her treasure, it went poorly. Years ago, the woman had recovered a strange chest on a remote island, one that she had never been able to open no matter what she attempted. It was her obsession, never leaving her side, having accompanied her on every voyage in the years since.

Smitty was painfully aware that the captain had lost many crew on that voyage. There were rumors that some of them died at the captain’s hand when her jealous obsession overtook her. In ten years, she had never stopped looking for the key that would open the chest. Smitty was content never having laid eyes on the chest, as anyone who showed too much interest was living dangerously.

“Mr. Smith,” the captain barked, “what is the status of our powder stores?”

“Good shape, captain,” Smitty answered at once. “The boys were careful with their shots. We have enough powder to manage three or four more engagements of that length. I’m hoping that we don’t, though, if you don’t mind my saying, captain.”

“Stay alert nevertheless, Mr. Smith,” the captain said with a nod. “Gunter!” she barked.

The cabin boy had been fidgeting with something in his shirt and jumped when the captain called his name. “Aye, captain!”

“Tell the cook I’ll take my dinner in an hour,” she commanded.

“Aye, captain!” the boy repeated and darted up the stairs, quick as a flash.

Although he said nothing, Smitty could not help but notice that the necklace the boy had been fidgeting with looked a great deal like an old, corroded key.

Overview

A game for 1-4 players aged 14 and up by John D Clair.
AGES 14+ | 1-4 PLAYERS | 90 MINS

Welcome Aboard!

In Dead Reckoning™ you are the commander of a privateer vessel ready to set forth into uncharted waters. Explore unknown islands, gain influence and establish outposts, hunt for treasure, or terrorize the seas, the choice is yours. Each choice will move you towards a series of achievements, and once a player has completed four of these, the game end is triggered.

But you are not alone in your thirst for glory on the high seas… You are in a race against the competing interests of other players, each in pursuit of victory on their own terms. Can you be the best explorer, merchant or privateer, and will your strategy choice prevail? When the smoke clears, the player that most successfully navigated the challenges of Dead Reckoning and finished with the most treasure will win!

Special Thanks from the Designer

Huge thanks to all the tremendous folks who playtested Dead Reckoning. It was a long road from the initial idea to the final game and I think, maybe more than any other design of mine, the great feedback and input from playtesters really helped get this game to its final design. There are few folks I’d specifically like to call out: Pace Wilder, Leon Blight, Rhy Green, and Nye Green for their many playtests and multiple series of plays through different drafts of the saga expansions. Also, the input of the smart gamers of the AEG staff, in particular Mark Wootton who did an amazing job developing the game and helping the design across the finish line, and John Zinser whose excellent input, excitement and vision for Dead Reckoning continually steered the design in the right direction. Games that particularly inspired or informed parts of the design of Dead Reckoning, include my own designs Mystic Vale and Edge of Darkness which in turn took inspiration from Dominion, Ascension, and Splendor, as well as Scythe for the achievements system, Wallenstein for the cube tower combat, and Scythe: Rise of Fenris for campaign ideas.


Components

Game Components

  • 1 Harbor board
  • 16 Ocean boards (12 with islands, 4 with open sea)
  • 4 Advancement decks (Advancement(s) and Encounter(s) of levels 1, 2, 3, and 4, each with its own tuck box)
  • Coins
  • Cargo tokens (1-value Cargo tokens, 3-value Cargo tokens)
  • Basic/Advance Ship Upgrade tiles
  • Damage markers
  • 20 Buildings (8 Forts, 8 Garrisons, and 4 Outposts)
  • 20 Black cubes
  • 1 Battle ship and 1 Battle board
  • Card sleeves (Note: while only 48 sleeves are needed to play, the game includes extra in case any get damaged during play)
  • 4 Reference cards
  • Bonus Achievement tokens
  • 1 Rulebook
  • 1 Solo Play Rulebook
Game Components Overview
Game Components Overview

Player Components

Each player should have:

  • 1 Dock tile
  • 1 Ship miniature
  • 1 Ship board
  • 1 Pirate mode flag token
  • 1 Treasure chest
  • 30 cubes in your player color
  • 6 Achievement markers
  • 12 Card sleeves
  • 12 Sailor Illustration cards
  • 12 Sailor Ability cards

These 3 items combine to make a deck of 12 Sailor “cards” with each “card” being a sleeve containing an Illustration card and a matching Ability card.

Each player should have 1 Captain, 1 Bosun, 1 Purser, 1 First Mate, 1 Buccaneer, 2 Gunners, 2 Deck Hands, and 3 Crew. The Illustration cards have a colored seal so you can easily identify a set.

Player Components Overview
Player Components Overview

Setup

Setup Overview & Diagrams

Refer to the setup diagram for the layout of the harbor board, ocean boards, advancement decks, supply, and individual player areas.

Setup Diagram - Board and Player Layout
Setup Diagram – Board and Player Layout
Setup Diagram - Other Components and Board Continuation
Setup Diagram – Other Components and Board Continuation

Setup Steps

The sections below are lettered and numbered to correspond to the setup image and examples.

A. Harbor Board

Place the Harbor board on the table.

B. Ocean Boards

  1. Take all the Ocean boards depicting islands and turn them face down. Randomly select a number of them depending upon the number of players, and leave the rest in the box:
    • 4-player game: 10 island boards
    • 3-player game: 9 island boards
    • 2-player game: 8 island boards
  2. Next, take the 2 open sea Ocean boards (those not depicting an island) which don’t have a player count icon on them, and add them to the selected island boards.
  3. Finally:
    • If you are playing a 2-player game, also add both of the other open sea boards (marked with 2-player icons).
    • If you are playing a 3-player game, just add the one other open sea board with the 3-player icon.

    You should have 2 total open seas Ocean boards in a 4-player game, 3 in a 3-player game, and 4 in a 2-player game. You should now have a total of 12 Ocean boards. Shuffle them (keeping them face down) and then place them in a 3 x 4 grid as shown in the diagram.

  4. Flip the 3 Ocean boards touching the Harbor board face up.

C. The Advancement Decks

  1. Separate the Advancement/Encounter(s) into 4 decks based on the “Row” icon in the top right (note that some of them are double-sided and this icon is only visible on the front).
  2. Shuffle these decks separately then place them in their respective boxes face up and with the top of the Advancements going into the bottom of the box. During the game when drawing from the boxes, be careful not to turn over the Advancements when you draw them as some are double-sided with secret information on the back.
  3. Place each box next to the corresponding row of islands. The #1 box should go next to the row of islands closest to the Harbor, the #2 box goes next to the second row, etc.
  4. Finally, for each of the Ocean boards adjacent to the Harbor board, take 1 card out of the row 1 box and place it face up on the open card space.
Advancement Box Setup
Advancement Box Setup

D. Other Components

  • Create a general supply containing separate piles of Cargo (Cargo), Coins (Coin), Black cubes, Damage markers (Damage), and Buildings. The Cargo and Coin should be easily reachable for all players, so make two piles on each side of the table if needed. We recommend using the tops and bottoms of the included storage boxes as token trays.
  • Place the Basic/Advance Ship Upgrade tiles nearby in stacks of identical tiles.
  • Set up the Battle ship and Battle board nearby. (Note: Before your first game, you should put together the Battle ship following the instructions provided on the instruction sheet.)

E. Each Player Gets

  • 1 Treasure chest in their color to keep their Coin secret from other players.
  • 15 Coin in their Treasure chest.
  • 30 cubes in their color.
  • 1 Ship board with one of their cubes on the 0 space of the Sail track.
  • 1 Dock tile.
  • 6 Achievement markers.
  • 1 Ship miniature that each player places onto the harbor board. Where you place it on the harbor board does not matter as the harbor board is all one space for the purposes of movement.
  • 1 Pirate mode flag token.
  • 1 Reference card.
  • A Sailor deck of their 12 Sailor cards, shuffled and placed face down in front of them.
  • Each player gets 2 random Bonus Achievement tokens, and chooses and keeps 1. These tokens are optional, but recommended for your first game.
Starting Sailor Deck Sleeving
Starting Sailor Deck Sleeving
Creating your starting Sailor Deck

Your Sailor deck consists of the following: 1 Captain, 1 Purser, 1 First Mate, 1 Bosun, 1 Buccaneer, 2 Gunners, 2 Deck Hands, 3 Crew.

For each Sailor, flip the Ability card so that the level 1 is showing at the bottom and then place the Illustration card on top of it. Put both inside a sleeve. The term “Sailor card” refers to the Illustration card, Ability card and any Advancements within a single sleeve.

Dock tiles and the Harbor

Your Dock tile represents your warehouse in the Harbor. Usually when you gain Cargo, it is placed on your Dock tile. Coin are never placed on your Dock tile, but can be used from your Treasure chest as though they are. You can either keep your Dock tile on the Harbor board overlaying one of the depicted towns, or place your Dock tile in front of you if that is more convenient.

F. Determine Start Player, Starting Cargo, and Draw Hands

  1. All players draw the top 4 cards of their Sailor deck into their hand.
  2. Randomly determine a first player:
    • That player gains 1 Cargo.
    • The next player in clockwise order gains 2 Cargo.
    • The 3rd player, if any, gains 3 Cargo.
    • The 4th player, if any, gains 2 Cargo and may level up one of their Sailor cards in their opening hand before their first turn.

    Place any gained Cargo on your Dock tile.


Turn Structure & Phase 1: Main Phase

Turn Overview

Players take turns, one after another. Your turn consists of two phases, carried out in the following order:

  1. Main phase: This is where all the action of your turn happens. You perform a number of different actions, including moving your Ship, loading and unloading cargo, playing cards and using their abilities, and buying Advancement(s) or resolving Encounter(s).
  2. Cleanup phase: After you have done all of your actions, it’s time to sleeve your new Advancements, draw new cards and reset the board ready for the next player’s turn. Optionally, you can also raise your pirate flag.

When your turn is over, you will level-up a card in your hand, while your opponents are taking their turns.

Main Phase Actions

During your Main phase, you may perform as many of the actions listed as you want. Actions can be taken in any order with the exception of moving your Ship, which requires you to set Sails first. Unless otherwise noted, you may do these actions as many times as you want.

  • Load/unload/rearrange Cargo & Coin.
  • Play a card from your hand.
  • Set Sails (once per turn).
  • Move your Ship.
  • Buy the Advancement card or resolve the Encounter card in your Ship’s current space (up to twice per turn).
  • Use an ability of a played card (Each ability on a card can only be used once per turn).

For example, you could play a card, unload Cargo, set Sails, load Coin, move, play another card, use an ability, buy an Advancement, load Coin, move again, play another card, resolve an Encounter, etc.

Load / Unload / Rearrange / Jettison Coins / Cargo

Ship Board Hull Spaces and Cargo Holds
Ship Board Hull Spaces and Cargo Holds

Your Ship board has four hull spaces:

  • The first space [A] has a Sail (Sail) and a hold with a capacity of 4 Cargo coin capacity.
  • The next two [B] [C] are blank.
  • The last space [D] has a Sail and a hold with a capacity of 3 Cargo coin capacity.

Cargo and Coin that you load must be placed into a hold, and the total number of Cargo and Coin combined in each hold cannot exceed the capacity of that hold.

The benefits of a hull space e.g. Sail or Cannon (Cannon) are only gained if that section of hull has an empty hold (contains no Cargo or Coin). At the start of the game, this means that your Ship can carry a maximum of 7 Cargo + Coin (4 in the hold of [A], and 3 in the hold of [D]). If any Cargo or Coin are loaded into either of the hull spaces with holds, you will lose the benefit of the Sail for that hull space until the hold is emptied.

Loading
  • Any time your Ship is on the Harbor board it is considered “in Harbor”, and you may move Cargo from your Dock tile onto available hull spaces on your Ship.
  • If your Ship is at an island that you control, you may move the Cargo and Coin on that island onto available hull spaces on your Ship. You cannot load from an island you do not control.
Unloading
  • If your Ship is in Harbor, you may move Cargo from your Ship onto your Dock tile. Coin are never placed on your Dock tile, but can be used from your Treasure chest as though they are. You may also move Coin from your Ship into your Treasure chest.
  • If your Ship is at an island, you may move Cargo and Coin from your Ship onto the island. You may unload onto an island even if you do not control that island.

If there is an opponent’s Ship in Pirate mode at an island you control, you may not load or unload from the island without battling and defeating the opponent’s Ship.

Rearranging

You can rearrange Cargo / Coin however you want on your Ship at any time, even during another player’s turn, including immediately in response to being attacked. However, once the battle has begun, you can no longer do this until the battle is over.

Jettisoning

You can also jettison Cargo or Coin into the sea; remove them from your Ship and return them to the general supply. You may even do this when it is not your turn, including as a response immediately when you are attacked. However, once the battle has begun, you can no longer do this until the battle is over.

Play a Card from your Hand

When you play a card, place it from your hand face up on the table in front of you. You may use the abilities on the played card now, later in the turn, or not at all.

Set Sails

You can only do this once per turn and must do so before moving. Count up the number of Sail icons you have on your Ship and on cards you have played. Place the cube on the Sails track of your Ship board on the appropriate space. The maximum you can set your Sails to is 8.

Remember, at the moment you set your sails, if a hold on your Ship has at least 1 Cargo or Coin on it, you do not get the Sail icon.

Note: When you are setting Sail from the Harbor board or from an island you control, you may count Sails on holds with Cargo / Coin. Effectively, since loading and unloading can be done multiple times on your turn, you are essentially unloading everything, setting your Sails, then reloading everything. This does not work at islands you do not control, since you cannot load from such islands.

Example: Purple Setting Sails from Controlled Island
Example: Purple Setting Sails from Controlled Island

Example: The Purple player starts their turn at an island they control, so they may use the Sails (Sail) on their Ship even though they are covered with Cargo / Coin. Effectively they unload, set their Sails, and then load again. They set their Sail track to 3 (2 for the Sail on the Ship, and 1 for the Sail on the played card).

Example: Blue Setting Sails from Uncontrolled Island
Example: Blue Setting Sails from Uncontrolled Island

Example: Blue cannot count the Sails (Sail) on its Ship unless they first unload, jettison, or spend the Cargo / Coin covering the sail holds. Blue could unload and set Sails, but since they do not control the island, they would not be able to reload again before sailing away. They do not want to give the Purple player any of their valuable Coin, and they don’t want to jettison it, so they can only count Sail icons on played cards; Blue sets their Sail track to 1.

Example: Blue Jettisoning Cargo to Set Sail
Example: Blue Jettisoning Cargo to Set Sail

This is a similar situation to the previous example, but Blue really wants to sail twice this turn and only has 1 card in hand with a Sail (Sail) icon. They could choose to unload the Coin from one of the holds onto the island, but since the Purple player controls that island, they choose to jettison the Coin instead, returning it to the supply.

Move your Ship

You may move your Ship a number of boards by moving the cube on your Sail track to the left one space for each board you want to move to. You may not move the cube off the end of the track and once your cube reaches the leftmost space, you can not move any farther this turn.

  • You may only move orthogonally (no diagonal movement).
  • The Harbor board is adjacent to all 3 Ocean boards in row 1.
  • Other players’ Ships do not block or prevent movement.
  • You must stop on an Ocean board if you wish to do anything there. This includes buying an Advancement, attacking a Ship, or interacting with the island in any way.

If you stop on an unexplored board (one that is face-down), you must explore it:

  1. Flip the board over.
  2. Draw the top Advancement from the box associated with that row and place it face up on the large space of the Ocean board.

This ends this particular move action but you may take subsequent move actions later this turn. However, you may not explore more than 1 Ocean board in the same turn, and thus, any further move actions you make cannot result in you stopping on another unexplored board.

Note: You may sail through unexplored boards without exploring them, but if you stop on an unexplored ocean board, you must explore it.

Example: Orthogonal Movement Options
Example: Orthogonal Movement Options
Example: Moving Through and Exploring an Ocean Board
Example: Moving Through and Exploring an Ocean Board

Pirate Mode & Movement

If you stop on an Ocean board containing an opponent’s Ship that is in Pirate mode, a battle is automatically started. However, you can move through an Ocean board where there is an opponent’s Ship in Pirate mode without provoking a battle.

If you stop on an Ocean board with multiple opposing Ships that are in Pirate mode, you must fight each of them one after another until you have fought all of them or your Ship is sunk; you choose the order in which you fight the Ships.

Note: Being in Pirate mode on your own turn has no effect. Your ship being in pirate mode only matters on opponents’ turns. If you want to attack opponents during your own turn, you must use an Attack Flag icon (Attack flag).

Buy Advancements / Resolve Encounters

If there is an Advancement or Encounter at your Ship’s location, you may buy that Advancement / resolve that Encounter. Card effects may refer to these as just “Advances”.

Advancements can be bought and are then sleeved into your Sailor cards, improving that card. Encounters have hidden information on the back. In the base game, the only Encounters are Merchant ships which, if acquired, are also Advancement(s).

Important: You may only buy/resolve a maximum of 2 Advancement/Encounter(s) each turn.

Advancements

To buy an Advancement, your Ship must be at the same location as the Advancement, and you must spend Coin from your Ship equal to the cost indicated. If you do not have enough Coin on your Ship, you cannot buy the Advancement. Once you have paid for the Advancement, place it face up nearby; you will sleeve it during your Cleanup phase.

Thematically, Advancements represent your Ship’s crew gaining special skills and experience as they sail the sea, becoming better and more efficient sailors and fighters.

Advancement Card Anatomy
Advancement Card Anatomy
Example: Paying Coins from Ship to Buy Advancement
Example: Paying Coins from Ship to Buy Advancement
Encounters

In the base game, the only Encounter(s) are Merchant ships which are resolved in one of two ways: Trade or Attack.

  • Trade: You can buy the Encounter as an Advancement using the normal rules for buying an Advancement. If you do this, take the Encounter as you would normally and do not look at the back of it. When you sleeve the Encounter, sleeve it between the Illustration card and the Ability card so that the top part of the Merchant ship card is hidden but the advancement part is showing.
  • Attack: You do not need an Attack flag (Attack flag) to attack a Merchant Ship. Simply turn the Encounter over and resolve the effect. Usually, this will result in a battle. If there is a battle, follow the instructions on the Merchant ship for Win or Lose, depending on the outcome of the battle. If you lose the battle, the Merchant ship should be buried (i.e. placed beneath the advancement box of its row).
Encounter Card Front and Back Anatomy
Encounter Card Front and Back Anatomy
Example: Sleeving Acquired Merchant Ship Advancement
Example: Sleeving Acquired Merchant Ship Advancement

Buried Advancement/Encounter Cards: Occasionally an Advancement or an Encounter will be buried. For example, when you battle a Merchant ship and lose the battle, the Merchant ship is buried. Place any buried cards underneath that row’s deck box as it will not be used again this game.

Use an Ability of a Played Card

Cards that you have played from your hand may have one or more abilities. Using an ability is an action that you can perform during your Main phase, which could be immediately after the card is played, or later in your turn. Using an ability is optional.

Each ability can be used only once per turn. “Battle” abilities can only be used during battles and can also only be used once per turn, even if you fight multiple battles.

If you have a lot of abilities, to help remember which abilities you have used on your turn you can mark each with a cube as you use it.


Phase 2: Cleanup & Leveling

Cleanup Phase

Perform the following steps in order:

  1. Refill Advancements/Encounters: For each empty Advancement/Encounter space on the Ocean boards, draw a card from the box corresponding to that row and place it face up on the space. Cards in the boxes should all be face up, and when you are taking new cards out of the boxes, make sure to draw them out such that you don’t reveal the back of the card.
  2. Choose to be in Pirate or Mercantile Mode
  3. Lose any unspent Sails
  4. Sleeve Advancements
  5. Discard & Draw

1. Refill Advancements/Encounters

As described above, replenish all empty spaces from the respective row’s tuck box.

2. Choose to be in Pirate or Mercantile Mode

Mercantile mode is the default. Ships not in Pirate mode are in Mercantile mode.

In this phase, if your Ship is not in Harbor you may choose to put your Ship into Pirate mode. You do this by adding your Pirate Flag token to the space between the front and middle sails of your Ship miniature. Ships in Harbor must be in Mercantile mode, so if you end your turn in Harbor, remove your Pirate Flag token.

Pirate Mode Rules

Being in Pirate mode is a good way to protect islands from your opponents. It is also a good way to possibly get into battles if that is what you are looking for. The downside is that, if an opponent ends their move in your space, you must battle them, even if you are not prepared for it.

  • If, during another player’s turn, any opponent’s Ship stops on the Ocean board where your Ship is, and you are in Pirate mode, you automatically and immediately start a battle against that Ship. Opponents can still move through the board where your Ship is without provoking a battle as long as they don’t stop there.
  • If you lose that battle, in addition to the normal results, your Ship is changed to Mercantile mode: remove your Pirate mode flag token.
  • If you win the battle and you are at an island, you have successfully “blockaded” the island, meaning the active player may not place or remove Influence cubes on that island for the rest of their turn, nor may they load or unload Cargo or Coin from/to the island. Also, they may not attack any Buildings on the island. They may, however, still buy the Advancement or resolve the Encounter on that board, after the battle (regardless of winning or losing as long as their ship didn’t sink).
  • Note: if your opponent starts their turn sharing the space with your Pirate-mode Ship, they are not forced to battle you and may move away peacefully. They may however choose to battle you even if they don’t have an Attack flag ability. Finally, your “blockade” of the island still applies, so they may not interact with the island in any way unless and until they choose to battle you and win that battle.

3. Lose any Unspent Sails

Set your Sail track on your Ship board to 0; you cannot keep unused Sails for the next turn.

4. Sleeve Advancements

If you have any set aside Advancement(s), you may now sleeve them following these rules:

  • You can only sleeve onto a card you played this turn. You cannot sleeve onto a card in your hand.
  • You cannot sleeve an Advancement such that it would cover or be covered by an Advancement already on the card (cards can have a maximum of 3 Advancements on them).
  • It is allowed to sleeve multiple Advancements onto the same card at the same time.
  • You cannot use the ability of an Advancement you sleeve on the same turn that you sleeved it.

Sleeving an Advancement is optional, you may choose to leave it set aside. However, at the end of this step, you can only have a maximum of 1 set-aside Advancement and must sleeve the rest.

If you have multiple Advancements that you cannot sleeve, you may set aside all those that you cannot sleeve, but must sleeve any that you can.

Why not sleeve immediately? Sometimes, you will buy an Advancement that you want to sleeve onto a specific card in your deck, but you did not play that card this turn. Being able to keep the Advancement set aside until you next play that card can be very useful.

5. Discard & Draw

Place all of the cards you played this turn into your discard pile. Any cards you did not play stay in your hand. Then, draw cards from your deck.

When drawing cards, if you ever run out of cards in your deck and need to draw more, shuffle all the cards in your discard pile together to reform your deck.

  • Your normal hand limit is 6 and your draw amount is 4. Therefore, if you have 0, 1, or 2 cards left in your hand, you would draw 4 cards. However, if you have 3 or more cards left in your hand, you simply draw until you have 6 cards.
  • Your hand limit can be increased by some game effects. Specifically, each island you control with the increased hand size icon (Hand limit increase) increases your hand limit by 1. Note, if your hand limit decreases on an opponent’s turn (for example, you lose control of an island with that icon) you don’t have to discard down to your new hand size.
  • Your draw amount can be temporarily increased with the bonus draw effect (Bonus draw). For each bonus draw icon you played this turn, you draw 1 additional card. However, the bonus draw ability does not increase your hand limit, only your draw amount. Thus, too much bonus draw in the same turn can be wasted.
Example: Discard and Draw Hand Limit
Example: Discard and Draw Hand Limit

Example: During the turn, you played 2 cards which have bonus draw abilities. When drawing cards at end of turn, you would normally draw 4 cards, but because you have 2 bonus draw abilities you would draw 6 cards instead. However, you still have 1 card in hand, and your hand limit is 6. Therefore, you only draw 5 cards.

Leveling

After your turn has finished, at any point before the start of your next turn, you may level up one Sailor card in your hand. Normally, you will do this while the other players are taking their turns. You can even do this in response to being attacked by an opponent before the combat is resolved. If you haven’t leveled up a card before the start of your next turn, do it before taking your turn.

To level up a Sailor card, remove the Ability card from the sleeve, turn it around (or flip it when going from level 2 to level 3), and re-sleeve it so that the next level is now visible. The card stays in your hand, so you will have the option to use it on your next turn.

The reference cards provided with the game show you all the different abilities of the cards at their different levels. The bottom right of each card also depicts a preview of the next level.

Leveling Up a Sailor Card
Leveling Up a Sailor Card

Suggested rule for shuffling: Your “cards” may have noticeably different thicknesses based on how many Advancements have been added to each. When shuffling, you may find it hard to not feel where your thickest and thinnest cards are. If you are worried about this, we suggest that after shuffling your deck, you ask the player to your right for a “cut number”; they pick any number from 1 to 6 and you take that many cards from the top of your deck and put them at the bottom. You could also use a six-sided die to randomize a cut number. While you may still have an idea of where your thick and thin cards ended up in your deck (which is ok), you won’t have been able to decide where they ended up (which would be cheating).


Cards, Resources & General Abilities

Card Syntax

  • If a card has more than one ability separated by a green vertical line, these abilities can be used independently of each other.
  • If an ability has multiple effects separated by a red slash, you must choose which effect to resolve.
  • The depiction of a gray icon on a white card means “the number of that thing on this card”. Note this icon does not itself count as one of the depicted icons.
  • [ ICON ] X [ ICON ]: You gain the thing on the left of the X for each instance on this card of the thing on the right of the X.
Ability Examples: Crew, Bosun, Multipliers
Ability Examples: Crew, Bosun, Multipliers

Gaining and Spending Coins & Cargo

When something tells you to gain or pay Coin or Cargo, it will indicate where those Cargo / Coin are “gained to” or “paid from”:

  • If an anchor symbol is shown, the Cargo / Coin is gained in Harbor and is placed on your Dock tile (Coin goes straight to your Treasure chest).
  • If a Ship symbol (Ship) is shown, the Cargo / Coin is gained directly on your Ship; if you cannot fit the Cargo / Coin onto your Ship then you either have to jettison or unload it or other Cargo / Coin to make space.
  • Take 1 Coin from the general supply and place it on your Dock tile.
  • Take 1 Coin from the general supply and place it on your Ship.
  • Take 4 Cargo from the general supply and split it however you want between your Ship and your Dock tile.
  • Spend 2 Coin from your Ship.
  • Spend 2 Cargo from either your Ship or Dock tile (or one from each).

Description of Abilities

  • Sail: This ability is not used as an action. Sail icons visible on cards you have played are counted when you set Sails.
  • Place Influence: This ability can only be used when your Ship is on an Ocean board with an island. Place a cube of your color onto an empty slot [A] of the island. If there are no empty slots, choose a slot occupied by an opponent’s cube, and replace that cube with your own (return the opponent’s cube back to them).
    Note: If an ability, like the Buccaneer, gives you multiple Influence cube (Influence cube) icons at once, you must use all the Influence cubes possible from that ability before doing anything else; you cannot use some now and store the others for later in the turn.
    After placing a cube, check to see if you take control of the island. If you do, place an additional cube in the Permanent cube area [B].
  • Production: This ability allows you to produce at an island. You don’t need to control or be on the ocean board with the island to produce there, but you will generally want to choose an island that you control (or plan to soon control), so that you can load that Cargo / Coin onto your Ship.
    When an island produces, place a number of Coin and/or Cargo as depicted in the bottom right of the board onto the island [E].
    Ocean boards depicting Open seas boost the production on adjacent islands. When an island produces, it produces 1 additional Coin for each adjacent open sea space with a Coin pointing at it [D].
    Island production is also increased by 1 Coin and 1 Cargo if there is an Outpost on the island [C].
  • Draw bonus: This ability may not be used during your Main phase. Instead, during your Cleanup phase, for each of these abilities you played this turn, draw 1 extra card (but still not past your hand limit). Therefore, it will give you extra cards next turn, but not this turn.
  • Running out of cubes: Anytime you need a cube but don’t have any available, you may remove one of your non-permanent cubes from any island and use that as the cube you need.
  • Constructing a Building: This ability allows you to construct 1 Building of your choice on an island you control for the cost indicated; you do not need to be on the Ocean board with the island to do this. If you control an island, you control all the Buildings on that island. Whenever control of an island changes from one player to another, remove all Buildings on the island.
  • Attack flag: This ability allows you to choose an opponent’s Ship on the same Ocean board as your Ship, or in Harbor with your Ship, and resolve a Ship battle against that player.
    Note: Being in or out of pirate mode has nothing to do with using this icon to attack an opponent’s ship.
  • Cannon: In battles, each Cannon you have gives you 1 Battle cube. Also, many abilities will reference Cannons and combo with them when sleeved on the same card.
  • Battle abilities: Any ability that starts with “BATTLE:” can only be used during a battle.
  • Wheels: This icon does nothing on its own, but many other abilities will reference it and combo with it when sleeved on the same card.
  • Upgrading your Ship: This ability allows you to Upgrade your Ship. There are two categories of Upgrade tiles: Basic and Advanced. When you use this ability, after paying any costs depicted on the ability, choose an available Ship Upgrade tile of the appropriate category and place it on a blank space of your Ship. If all the spaces are full (either with a token or starting effect), replace one of the current spaces with the new tile by placing it on top of another Upgrade or on one of the starting effects. Don’t discard the replaced tiles; you will still score them at the end of the game and they are important for the Elite Vessel Achievement.
  • Repairing damage: This ability allows you to remove 1 Damage from your Ship. Often this comes at a cost (2 Coin from your Ship or Dock tile in the ability depicted here).
  • End of Game scoring Advancements: An ability with purple borders is only scored at the end of the game.
Island Board Layout, Influence Slots and Production Bonuses
Island Board Layout, Influence Slots and Production Bonuses

Islands & Buildings

Island Control

Each island has a number of slots for cubes [A] (each slot can hold 1 cube), and an area for permanent cubes [B] (no cube limit).

You are considered to control an island if you meet both of these conditions:

  1. You have more cubes on the island than any other player (including permanent cubes).
  2. You have more cubes than the number of empty slots on the island.

Note: You may only load Cargo and Coin from islands you control. Also, control of islands will get you additional Coin at the end of the game as indicated in the top right of the island’s board.

Permanent Cubes

Whenever you take control of an island, place an additional cube on the island in the “Permanent cube area” on the right side of the board; do not place it on one of the slots. This cube contributes to determining who has control of the island, but it can never be removed. If you take and lose control of the same island multiple times, you will end up with multiple permanent cubes on that island.

Seahound Isle Control and Scoring Slots
Seahound Isle Control and Scoring Slots
Island Control Progression Examples on Widow's Bridge
Island Control Progression Examples on Widow's Bridge
Taking Control of Island with Influence and Adding Permanent Cube
Taking Control of Island with Influence and Adding Permanent Cube

Building Types

There are 3 types of Buildings. Each island may have at most 1 Building of each type. All Buildings are worth 1 Coin to the player who controls the island at the end of the game.

  • Forts (Fort): Help you defend the island. If you control an island with a Fort, other players may not interact with that island (place or remove cubes, produce, load/unload Cargo / Coin) even with card abilities, unless the card ability explicitly says it overrides Forts. They may still buy the Advancement or resolve an Encounter on the space. A player whose Ship is in the space with an opponent’s Fort may choose to attack the Fort in order to destroy it (an Attack flag is not required).
  • Outposts (Outpost): Boost production. Whenever an island with an Outpost produces, it produces an additional 1 Coin and 1 Cargo. Outposts cannot be attacked.
  • Garrisons (Garrison): Have the same properties as Forts, but are weaker in battle. In addition, whenever another player’s Ship enters a space with a Garrison you control, even if it just passes through, that Ship immediately takes 1 Damage.
Island with Fort and Outpost Example
Island with Fort and Outpost Example

Battles & Sunken Ships

Battle Rules

There are three types of battle: Player Ship vs. Non-Player Ship, Player Ship vs. Player Ship, and Player Ship vs. Building battles.

Cannons and Battle abilities contribute to winning battles. It is possible to get into multiple battles on your turn but each Cannon and Battle ability may only be used once per turn. If you plan on fighting multiple battles on your turn, you will need to decide how many Cannons and Battle abilities to use in your first battle and how many to save for further battles.

You may never battle the same Ship, Building, or Non-player more than once in a turn. For example, if you move into an Ocean board with an opponent’s Ship in Pirate mode and battle them, you may not then choose to attack that Ship later in the same turn.

Player vs. Non-Player Battle

This type of battle happens when you attack an Encounter e.g. a Merchant ship. Resolve it by carrying out the following 5 steps in order:

  1. Take Battle cubes: The number of Battle cubes you have is based on the number of Cannon icons you have. You have 1 Cannon printed on your Ship board and you may play additional cards from your hand that depict 1 or more Cannon icons and/or have a Battle ability. For each Cannon icon that you choose to use, take 1 cube from your supply. The back of the Encounter card will tell you how many Battle cubes it gets. Take that many black cubes.
    Running out of cubes: If you do not have enough Battle cubes left in your supply, you may choose to take fewer cubes, or you can remove non-permanent cubes from islands to make up some or all of what you are missing. However, you do not get to put those cubes back on the islands after the battle.
  2. Drop Battle cubes: Drop the Battle cubes (yours and your opponent’s) all at once into the top of the Battle ship from the height of the masts in a “neutral manner”, immediately resolving any exploding shots.
  3. Resolve Battle abilities: You may use any Battle abilities that you have available in any order. Using Battle abilities is optional.
  4. Resolve the Battle ship: See the Battle ship Details section.
  5. Determine the outcome: Apply the effect on the back of the Encounter depending on whether you won or lost. A Ship that has 5 or more Damage on it now sinks.

Player Ship vs. Player Ship Battle

Player Ship vs. Player Ship battles happen when you use an Attack flag (Attack flag) ability on an Advancement, or when you end your movement on an Ocean board with an opponent’s Ship in Pirate mode.

To resolve a Player Ship vs. Player Ship battle, follow these 5 steps, in order:

  1. Take Battle cubes: First the active player (the player whose turn it is) determines how many Battle cubes they take as per the rules on Player vs. Non-Player battles. Then, the inactive player may play any cards from their hand that have Cannons or Battle abilities, before determining their total Battle cubes. If either player is at an island they control, they add 1 additional Battle cube for each Building on that island. If the player that was attacked is in Harbor, they get 4 additional Battle cubes.
    Note: Cards played by the inactive player stay in play until that player’s next Cleanup phase. Any abilities on them can therefore be used on that player’s next turn just like if they had been played that turn. This includes Cannons and Battle abilities because they can be used once per turn, and using them on another player’s turn means they can still be used as normal on the owning player’s turn.
    Because each Cannon and Battle ability can be used once per turn, this means that if Player 1 attacks Player 4, and Player 4 plays a card with a Cannon in defense, that card stays in play. If, on Player 2’s turn, they attack Player 4, the Cannon can be used again, and then again if they are attacked by Player 3, and then yet again, on Player 4’s turn.
  2. Drop Battle cubes: Drop the Battle cubes (yours and your opponent’s) all at once into the top of the Battle ship from the height of the masts in a “neutral manner”, immediately resolving any exploding shots.
  3. Resolve Battle abilities: Taking turns, starting with you (the active player), each player may use one Battle ability or pass. This goes back and forth until both players pass consecutively, at which point this step ends, and you proceed to step 4. Using Battle abilities is optional and each can be used at most once per turn.
  4. Resolve the Battle ship: See the Battle ship Details section.
  5. Determine the outcome:
    • The losing player places 1 Damage onto their Ship board. This is the only default consequence for losing.
    • If the winning player does not have the Legendary achievement, they place one cube on that Achievement. This is the only default consequence of winning.
    • If the losing Ship was in Pirate mode, it is changed to Mercantile mode.
    • If the battle was caused by you moving onto a space with another player in Pirate mode and you lost the battle, you are blockaded and cannot interact with the island where the battle took place.
    • A Ship that has 5 or more Damage on it now sinks. It is possible for both ships to sink during the same battle. It is also possible for a player to both “win the battle” and have their Ship sink (a pyrrhic victory).

Battle Ship Details

The Battle board is divided into a number of zones:

  • If any part of a cube is touching a zone, that cube is considered to be in that zone.
  • If a cube is at an angle on both the zone and raised border, it is considered in that zone.
  • Any time a cube is dropped and ends up fully balanced on a raised border, it is immediately re-dropped. Continue re-dropping as necessary until all cubes are in a zone.
Zone Resolution Order
  1. Exploding shots: Each cube in this zone is removed and dropped again into the Battle ship along with 1 extra cube of the same color. If there are multiple cubes in this zone, drop all of them and the extra cubes at the same time. Repeat this process until there are no cubes in the Exploding Shot zone.
  2. Battle abilities:
    • If in a battle with a Non-Player, or if attacking a Building, simply use all battle abilities you want to in any order.
    • In a player Ship versus player Ship battle, starting with the active player, players will take turns resolving one of their Battle abilities or passing. This process ends once both players pass consecutively.
    • If a Battle ability causes any cube to end up in the Exploding Shot zone, resolve them as per step 1 before moving on to the next Battle ability.
  3. Plunder (Skip this step in battles with Buildings): Each cube that is in one of these zones is removed and the owning player gains the indicated Cargo / Coin from the supply. These must either be placed into a hold with available capacity on their Ship, on the island where the battle is taking place, or discarded back to the supply. If you are battling a non-player (i.e. Merchant Ship) you still gain plunder, but the non-player obviously does not.
  4. Damage: Each cube that is in one of these zones is removed and the owning player causes 1 Damage to the opponent’s Ship, placing a Damage on the opponent’s Ship board. Note: Dealing damage does not help you win the battle.
  5. Determine the winner: Each cube in these zones contributes either 1 or 2 Battle strength as depicted. The side with the highest total Battle strength wins the battle. In the case of a tie, the active player (the player whose turn it is) wins.
Battle Board Zones and Cube Placement Rules
Battle Board Zones and Cube Placement Rules

Player Ship vs. Building Battle

If your Ship is in a space with an opponent’s Fort or Garrison, you may choose to attack the Building(s) as an action, even without having an Attack flag. Outposts cannot be attacked.

  • You cannot attack a Building if there is an opponent’s Ship in Pirate mode on the island. You must win the automatic battle against the opposing Ship, forcing them into Mercantile mode, before you can choose to attack the Fort and/or Garrison.
  • Ships and Sailor cards cannot be used in the defense of buildings during battles.
  • If an opponent’s Ship is in the space and in Mercantile mode, it does not contribute to the battle. Therefore, if a player wants to use their Ship to defend an island, they should go into Pirate mode at the end of their turn.

To resolve an attack on a Building, follow the normal 5 steps for a Player Ship vs. Player Ship battle, with the following exceptions:

  1. Take Battle cubes: The defender gets 5 Battle cubes if they have a Fort, 2 if they have a Garrison, and 7 if they have both. They may not use Cannons on cards or their Ship.
  2. Drop Battle cubes: No changes to this step.
  3. Resolve Battle abilities: Only the attacker may use Battle abilities.
  4. Resolve the Battle ship: Neither player gets any plunder. The attacking Ship takes Damage as normal.
  5. Determine the outcome: Same as a Player Ship vs. Player Ship battle, if the ship loses, it takes 1 Damage. If the Ship wins, the Fort and/or Garrison are removed.

Example of Complex Ship vs Ship Battle

The Active player, Purple, moves their Ship onto the same island space as the Green player. Purple has an Attack flag (Attack flag) on their Level 3 Captain, and chooses to attack Green.

  1. Purple determines Cannons: Purple has 2 Cannons from their Ship, 3 Cannons on its Gunner card, and 1 Cannon on its Deck Hand. Purple declares they are using all 6 Cannons.
  2. Green reacts: Green plays a level-2 Gunner and a level-1 Crew. Green has 1 Cannon from their Ship, 1 Cannon from its Gunner, and 1 Cannon from its Crew (total 3 Cannons).
  3. Drop Cubes: Drop all 9 cubes (6 purple and 3 green) at the same time into the Battle ship.
  4. Abilities (Round 1): Purple is currently winning 2 Battle strength to 2 (active player wins ties) and chooses to pass.
  5. Green uses their “Drop 2 cubes” ability. One cube lands in the exploding shot zone and the other in the plunder zone. Green drops the exploding cube plus 1 extra. The 2 newly dropped cubes land in Battle strength and Exploding shot zones. Green is now winning 5 to Purple’s 2.
Battle Example: Cannons Declared and Initial Cube Drop
Battle Example: Cannons Declared and Initial Cube Drop
  1. Purple uses their “Drop 2 cubes” ability. One purple cube knocks the green cube out of the 2-strength zone into the plunder zone. The second purple cube lands in the 1-strength zone. Green is now winning 3 to 2.
  2. Green has no battle abilities left and must pass.
  3. Purple uses their “Gain 1 Battle strength” ability, bringing the total to 3 vs 3 (Purple leads on tie-breaker).
  4. Green passes.
  5. Purple passes.
  6. Plunder: Green gains 1 Cargo and 1 Cargo or Coin to their Ship. Purple gains 5 Coin, 2 Cargo, and the choice of 2 Cargo and/or Coin to their Ship.
  7. Damage: Green has a cube in a damage zone, so Purple’s Ship takes 1 Damage.
  8. Outcome: Green lost on tie-breaker (3 to 3) so Green’s Ship takes 1 Damage. Purple won and places 1 cube on the Legendary Achievement.
Battle Example: Final Abilities and Plunder Resolution
Battle Example: Final Abilities and Plunder Resolution

Sunken Ships

If your Ship has 5 or more Damage on it at the end of a battle, it sinks. If your Ship receives its 5th Damage in the middle of a battle (e.g. from a Battle ability), finish resolving the battle before the Ship sinks. If your Ship receives its 5th Damage not during a battle, the Ship sinks immediately.

When your Ship sinks:

  • If you have 5 or more Coin on your Ship, immediately lose all of the Coin on your Ship (return them to the supply). If you have fewer than 5 Coin on your Ship, keep them there, and lose 5 Coin from your Treasure chest instead.
  • Cargo on your Ship is not lost when you are sunk.
  • Place your Ship at Harbor, remove all Damage, and move any Cargo on it to your Treasure chest. Set your Ship to Mercantile mode with its Sails set to 0.
  • If another player was the cause of your Ship sinking (they inflicted the 5th Damage via a battle, a Garrison, or an ability on a card), that player gains the Coin you lost rather than them being put into the supply. That player places the Coin directly into their Treasure chest.

Achievements

Achievements Overview

There are 9 Achievements in the game, depicted along the top of the Harbor board. At any point on your turn, if you meet the requirements of an Achievement, place 1 of your Achievement markers on the space to indicate you have completed that Achievement. Multiple players may gain the same Achievement.

It is possible that you meet the conditions of several Achievements on another player’s turns (denoted by *). However, you must wait to place your Achievement marker until your own turn starts, so long as you still meet the conditions of the Achievement at that time.

Once placed, Achievement markers cannot be removed, even if the player no longer meets the conditions required.

Achievements List

  • Legendary*: Win 4 non-Building battles with your Ship. The first 4 times you win a non-Building battle with your Ship during the game, place one of your cubes on this Achievement. After the 4th time, return those cubes back to your supply and place one of your Achievement markers here.
    Note: “Winning a non-Building battle with your Ship” means a battle against any Non-Player (e.g. Merchant ship) or against an opponent’s Ship. Defending successfully with a Building or defeating a Building does not count.
  • Expert Sailors*: Have 3 cards of level 4. The first 2 times you get a card to level 4, place 1 of your cubes here. The 3rd time, return those cubes to your supply and place one of your Achievement markers here.
  • Terror of the Sea*: Sink a Ship. The first time you sink another player’s Ship during the game, place one of your Achievement markers here.
  • Builder: Own 5 or more Buildings. If you ever have 5 Buildings at the same time on islands you control, immediately place an Achievement marker here. If, later in the game, you have fewer than 5 Buildings on islands you control, you do not lose this Achievement.
  • Capitalist*: Have 30 or more Coin in your Treasure chest. Note: Even though Coin in your Treasure chest are secret, you are not allowed to conceal the fact that you have gained this Achievement; once you reach 30 or more Coin you must announce it and place your marker.
  • Settler: If you ever have a total of 6 or more permanent cubes across islands, place one of your Achievement markers here.
  • Elite Vessel: Acquire 4 Ship Upgrades. As soon as you acquire your 4th Upgrade, place an Achievement marker here. Remember to count all Upgrade tiles on your Ship, even ones covered over with other tiles.
  • Explorer: The number of Ocean boards you need to explore in order to meet the requirements is dependent upon the number of players:
    • 2-player game: Explore 5 spaces.
    • 3-player game: Explore 4 spaces.
    • 4-player game: Explore 3 spaces.

    Each time you explore an Ocean board, place one of your cubes here. Once you have explored the required number, return your cubes to your supply and place your marker here. (If it is no longer possible for you to meet the requirements, return all the cubes here back to your supply.)

  • Master Merchant: Return 12 Cargo from your Ship and/or Dock tile back to the supply to place an Achievement marker here. Note: You must return 12 Cargo at once for no other benefit.

Optional Rule – Bonus Achievement Tokens

If this is your first game or you want a change of pace, deal 2 Bonus Achievement tokens to each player at the start of the game and have them choose 1, kept face down. At the end of the game each player reveals their token. Each completed Achievement that appears on the token is worth a bonus 2 Coin.


Game End & Scoring

Game End

At the end of your turn, if you have 4 or more Achievement markers placed on the Harbor board, the end of the game is triggered. Each other player gets one final turn, and then the game ends (the player who triggered the end does not get an additional turn). Each player should still draw new cards as normal at the end of their final turn, and can level up as normal, as those cards can be used in possible battles.

After a player has taken their final turn:

  • Their Influence cubes on islands now require two “place influence” actions by opponents to replace them instead of one.
  • If a player who has taken their final turn is involved in a battle, they get 2 additional Battle cubes in the battle.

After all players have taken their final turn, add up the Coin.

Scoring

  • Achievements: Players gain the Coin value of Achievements they have completed.
  • Coins in Treasure chests, on Ships and on Islands: Players score all the Coin in their Treasure chest, on their Ship and on islands they control.
  • Buildings: Players gain 1 Coin for each Building on islands they control.
  • Advancements: Players score 1 Coin for every 2 Advancements on their cards or set to the side.
  • Ship Upgrades: Players gain 1 Coin for each Basic Ship Upgrade and 2 Coin for each Advanced Ship Upgrade. Upgrades that have been covered over still count for Coin.
  • End of Game Advancements: Players gain Coin based on any end of game effects they have on their Advancement(s).
  • Islands: Players score for their Influence cubes on each island:
    • The most cubes on an island gets Coin according to the larger of the numbers shown in the top right of the ocean board.
    • The 2nd most cubes gets the 2nd largest number in Coin.
    • Likewise for 3rd most, though not all islands score for 3rd most.
    • If two or more players are tied for a position, they all score the next value down for Coin. If there is a tie for 3rd place, no Coin are awarded to those tied players.
    • When determining who has the most cubes, empty cube spaces on islands count as another player whose points are not tracked. It is possible for the empty cubes spaces to win or tie for 1st, 2nd, or 3rd.
End of Game Advancements Examples
End of Game Advancements Examples
Example: Island Majority Scoring and Ties
Example: Island Majority Scoring and Ties

Winning the Game and Tie-Breaker

The player with the most coins wins!

In case of a tie, the tied players count up all the Cannons on their Ship and on all the cards in their deck and take that many of their cubes (and can use cubes from the islands if necessary). All at once, drop all those cubes in the tower. Resolve exploding shots but not Battle abilities. The most Battle strength wins the game. If still tied, repeat the battle. A tied battle like this may involve more than 2 players at the same time.


Strategy Tips

Navigating Dead Reckoning… Strategy Tips

Pirate

If the open sea is what you love, the deck pitching beneath your feet, the rigging in your hands, rum in your belly and blood on your cutlass, then the life of a pirate is for you. On the sea, all people are free. Free to do as they wish and take what they want. The only allegiance a person owes is to their captain, their crew and most of all to themselves.

Pirates take what they want, and damn all who say they can’t. If you’re strong enough to keep it, it’s yours. When a pirate is hungry, he raids a port and takes supplies. When she needs coin, she sinks a merchant vessel and takes its cargo. And when you want blood, a privateer Ship will do nicely for a good scrap. A new island? Good for a hideout. An outpost? It’s like a gift, all wrapped up nice and neat.

The rules of the sea must be followed. Never raid without flying the blackjack. Bad luck will follow. When you steal treasure, toss a coin off the bow, or the dead come for their due. And if you kill a man on the sea, throw his body in. The beasts what live beneath the waves will take what’s theirs, and if you don’t give it to them, they’ll take you instead.

  • Look for Advancements with Cannons and Battle abilities.
  • Let no Merchant ship sail untouched.
  • Focus on your Captain, Gunners and/or Bosun.
Pirate Strategy Example Cards
Pirate Strategy Example Cards

Privateer

Contrary to what some say, the sea is not a no-man’s land. The crown holds sway to the horizon, and that includes the ocean as well. But can a governor patrol it? Of course not. Why would they, when their gold can purchase the loyalty of privateers? Soldiers are hamstrung by nationalism and dogma. A privateer is a true professional.

Privateers enforce the law upon the sea. Piracy is not to be tolerated. Merchants attempting to hide their bounty without paying the governor their due taxes must be punished. And explorers can only operate within the realm of their charter, claiming land for the crown, or else be driven off the seas or beneath them. Operating illegally can make them worse than pirates. What’s worse than stealing coin? Stealing land. That’s stealing from the crown directly, and privateers are paid well to prevent it.

A privateer must maintain discipline. Cannons must be cleaned and powder stored. New discoveries should be charted, and notifications made to the governor, although the privateer’s charter allows a crew to claim a small percentage of the bounty gleaned through such endeavors. Merchants and explorers are allies if they are operating under legitimate pretenses. Pirates, however, are always sent to the bottom of the sea.

  • Look for a strong balanced mix of Advancements for battle and island control.
  • Harry merchants or trade with them, control multiple islands and harvest from them where you can.
  • Focus on at least 1 Crew, Buccaneer, and/or Deck Hand.
Privateer Strategy Example Cards
Privateer Strategy Example Cards

Merchant

The sea is money, and do not think otherwise. There are lands beyond those belonging to the crown, and resources that can make a sailor’s fortune in a single sea voyage. Wealth may come from gold, but gold comes from the sea. Endless islands with treasures undreamt of wait to be discovered! Some may hold actual gold, but others rare herbs, spices, or artifacts… there’s no end to the variety of wealth available. The governor must have their due, else they’ll take it all and throw one into debtor’s prison, but numbers are a merchant’s game.

Nations engage in trade, but usually on a scale so large it complicates everything. There’s little in the way of profit. That’s why the merchant and his Ship have so many opportunities; they engage in trading in a way most nations simply can’t because the return isn’t worth it. A merchant crew can make enough money to last a lifetime, though. But there are dangers aplenty. Storms, aggressive wildlife, yes, and most of all… pirates.

The merchant life is difficult. It’s back-breaking work, and the reward often isn’t what was promised. The dangers are significant and fighting pirates has claimed the lives of more mariners than anyone will admit. But the rewards can be enough that there’s no shortage of willing crew, even if they have to haul crates until then.

  • Trade with other Merchant ships, look for Advancements that give you additional island production.
  • Control a small number of high-yield islands, secure them and enhance them with Buildings, harvesting from them regularly.
  • Focus on your First Mate, Purser and/or Crew.
Merchant Strategy Example Cards
Merchant Strategy Example Cards

Explorer

There are many who say the sea is an opportunity for plunder, glory, or profit. What they don’t understand is that these are not the true rewards of the open sea. The speed of a strong tailwind and thrill of an unknown destination; that is the real reward. There is no greater joy than setting Sail across uncharted waters, or setting foot on virgin sands. What are riches compared to such experience?

The thrill of exploration is one that many will never know. Sadly, this lifestyle is expensive, and few can afford it. Mostly governors who seek to expand the crown’s holdings, unfortunately, but on occasion a captain or a nobleman is bored enough to sponsor an expedition or conduct one themselves. While their motives can be suspect, they grant others the joy of an unknown destination, which is no small thing.

Exploration is the thrill of discovery. An uncharted island is the heart’s desire of every explorer. What lies ahead? In many cases, little other than the beautiful virgin sea. In some cases, however, one can discover new wildlife, natural wonders, or mysterious artifacts. The thrill of the mystery cannot be understated, and fame and fortune are possible when momentous discoveries are made. Just watch out for pirates and everything will be perfect…

  • Early on target Advancements that give you Sails, look to buy from the farthest islands later, where the best Advancements lie, and use their power to pull away at the end.
  • Sail far and sail early, explore new islands and target the 3rd or 4th Row with high sailing capacity, both for value and island control, as others will not be able to get there with the same regularity.
  • Focus on a Deck Hand, Buccaneer and/or Bosun.
Explorer Strategy Example Cards
Explorer Strategy Example Cards

Sailor Card & Icon Reference

Sailor Card Reference

The 12 sleeved cards in your deck are “Sailor cards”. Each of these 12 Sailor cards is considered to be a single card, comprised of the illustration card, the Ability card and any number of Advancements sleeved with them.

All Sailor cards start with an Illustration card and an Ability card. The Illustration card simply has an image at the top and the rest of the card is transparent. Ability cards are made from card-stock rather than plastic and are double-sided. These cards have 4 abilities (2 on the front and 2 on the back) each with a level 1, 2, 3, or 4. The Illustration and ability cards are designed such that when sleeved together only the current level of the card is visible.

In the middle of the card are 3 slots where Advancements can be put, top, middle, bottom. A Sailor card can have a maximum of 5 cards within its sleeve, an Illustration card, an Ability card, and up to 3 Advancements.

Captain

  • Level 1: Gives you 1 Sail (Sail).
  • Level 2: Gives you an Attack flag (Attack flag) and 1 Wheel (Wheel).
  • Level 3: Gives you an Attack flag, 1 Wheel and a Battle ability that can only be used in [Ship vs. Ship] battles (e.g. vs. Player ships or Merchant ships): if you win the battle, gain 1 Coin on your Ship for each Wheel icon you have on this card.
  • Level 4: Similar to the level 3 Captain except it also has a Cannon (Cannon), and the Battle ability now grants 2 Cargo on your Ship in addition to 1 Coin on your Ship for each Wheel icon you have on the Captain card.
Captain Sailor Cards Levels 1 to 4
Captain Sailor Cards Levels 1 to 4

Crew

  • Level 1: Gain 1 Coin on your Dock tile.
  • Level 2: Gain 2 Coin on your Dock tile. Also, if you are in Harbor (Anchor), you may pay 2 Coin (from Ship or Dock tile) to repair 1 Damage on your Ship.
  • Level 3: Gain 3 Coin on your Dock tile. Also, you may pay 2 Coin (from Ship or Dock tile) to repair 1 Damage on your Ship, regardless of where your Ship is.
  • Level 4: Gain 4 Coin on your Dock tile and/or on your Ship board in any combination. Also, you may repair 1 Damage for free regardless of where your Ship is.
Crew Sailor Cards Levels 1 to 4
Crew Sailor Cards Levels 1 to 4

First Mate

  • Level 1: Gain 1 Coin on your Dock tile.
  • Level 2: Build 1 Building for the costs (from Ship or Dock tile) shown. Your Ship does not need to be at the island to build there, but you do need to control the island.
  • Level 3: Build up to 2 Buildings for the costs (from Ship or Dock tile) shown. Your Ship does not need to be at the island to build there, but you do need to control the island.
  • Level 4: Build up to 3 Buildings for the costs (from Ship or Dock tile) shown. Your Ship does not need to be at the island to build there, but you do need to control the island.
First Mate Sailor Cards Levels 1 to 4
First Mate Sailor Cards Levels 1 to 4

Bosun

  • Level 1: Gain 1 Coin on your Dock tile.
  • Level 2: Has 1 Wheel (Wheel) and gains you 1 Coin on your Dock tile.
  • Level 3: Has 1 Wheel and an ability that either gains you 1 Coin on your Dock tile, or allows you to pay 3 Coin (from Ship or Dock tile) for a Basic Ship Upgrade (Basic upgrade).
  • Level 4: Has 1 Wheel and an ability that either gains 1 Coin on your Dock tile, or allows you to pay 3 Coin (from Ship or Dock tile) for a Basic Ship Upgrade, or pay 6 Coin (from Ship or Dock tile) to gain an Advanced Ship Upgrade (Advanced upgrade).

Note: Ship upgrades may be used as long as they are on your ship, including the turn they are acquired.

Bosun Sailor Cards Levels 1 to 4
Bosun Sailor Cards Levels 1 to 4

Gunner

  • Level 1: Gain 1 Coin on your Dock tile.
  • Level 2: Gain 1 Coin on your Dock tile. Has 1 Cannon (Cannon).
  • Level 3: Gain 2 Coin on your Dock tile. Has 1 Cannon and a Battle ability that lets you drop 2 cubes into the Battle ship.
  • Level 4: Gain 2 Coin on your Dock tile. Has 1 Cannon and a Battle ability that lets you drop 2 cubes into the Battle ship, and another Battle ability that lets you remove one of your previously dropped cubes to deal 1 Damage to the enemy Ship and gain 2 Coin on your Ship.
Gunner Sailor Cards Levels 1 to 4
Gunner Sailor Cards Levels 1 to 4

Deck Hand

  • Level 1: Place 1 Influence cube (Influence cube).
  • Level 2: Place 1 Influence cube OR Gain 1 Sail (Sail).
  • Level 3: Place 1 Influence cube OR Gain 2 Sails.
  • Level 4: Place 1 Influence cube and gain 3 Sails.
Deck Hand Sailor Cards Levels 1 to 4
Deck Hand Sailor Cards Levels 1 to 4

Buccaneer

  • Level 1: Place 1 Influence cube (Influence cube).
  • Level 2: Place 2 Influence cubes.
  • Level 3: Place 3 Influence cubes.
  • Level 4: Place 4 Influence cubes.

Note: If an ability, like the Buccaneer, gives you multiple Influence cube (Influence cube) icons at once, you must use all the Influence cube from that ability before doing anything else; you cannot use some now and store the others for later in the turn.

Buccaneer Sailor Cards Levels 1 to 4
Buccaneer Sailor Cards Levels 1 to 4

Purser

  • Level 1: Produce (Produce) on any 1 island.
  • Level 2: Produce on up to 2 different islands.
  • Level 3: Produce on up to 3 different islands.
  • Level 4: Produce on up to 4 different islands. Also boosts those productions by 1 Cargo and 1 Coin on each island.
Purser Sailor Cards Levels 1 to 4
Purser Sailor Cards Levels 1 to 4

Icon Reference

Cargo & Coin

  • Gain cargo ship dock Gain Cargo on Ship/Dock
  • Gain cargo dock Gain Cargo on Dock
  • Gain cargo ship Gain Cargo on Ship
  • Gain cargo island Gain Cargo on Island
  • Spend cargo coin ship dock Spend Cargo + Coin from Ship/Dock
  • Spend cargo ship dock Spend Cargo from Ship/Dock
  • Spend cargo dock Spend Cargo from Dock
  • Spend cargo ship Spend Cargo from Ship
  • Gain coin ship dock Gain Coin on Ship/Dock
  • Gain coin dock Gain Coin on Dock
  • Gain coin ship Gain Coin on Ship
  • Gain coin island Gain Coin on Island
  • Gain cargo coin island Gain Cargo + Coin on Island
  • Gain coin scoring Gain Coin during Scoring
  • Lose coin scoring Lose Coin during Scoring

Locations & Buildings

  • Island Island
  • Different islands Different Islands
  • Island no cubes Island Where You Have No Cubes
  • Harbor Harbor
  • Ship Ship
  • Outpost Outpost
  • Fort Fort
  • Garrison Garrison

Other

  • Basic ship upgrade Basic Ship Upgrade
  • Advanced ship upgrade Advanced Ship Upgrade
  • Produce Produce
  • Repair damage Repair Damage
  • Damage Damage
  • Attack flag Attack Flag
  • Draw Bonus
  • Defense cube Defense Cube
  • Exploding cube Exploding Cube
  • Place influence cube Place Influence Cube
  • Permanent influence cube Permanent Influence Cube
  • Gain sail Gain Sail
  • Gain wheel Gain Wheel
  • Row 1
  • Row 2 Row 2
  • Row 3 Row 3
  • Row 4 Row 4
  • Battle strength Battle Strength
  • Cargo coin capacity Cargo + Coin Hold Capacity
  • Advancement slot indicator Advancement Top/Middle/Bottom
  • Total cannons on card Total Cannons on Card
  • Total wheels on card Total Wheels on Card

Credits

Game Credits

  • Game Design: John D Clair
  • Art & Graphic Design: Ian O’Toole
  • Director of Projects: Nicolas Bongiu
  • Production: David Lepore
  • Rulebook Graphics & Layout: Stephanie Gustafsson
  • Rules: Paul Grogan
  • Proofing: Ryan Dancey, Luke Peterschmidt, John Goodenough
  • Editing: John D Clair, Luke Peterschmidt, Mark Wootton
  • Additional Development: Josh Wood, John Zinser
  • Project & Development Lead: Mark Wootton