Pirates CSG™ Rule Set Compilation

May, 2008

Table of Contents Foreword...... 1 Complete Game ...... 1 Creating a Fleet...... 1 Choosing Events (PotR)...... 1 Setup...... 1 Placing Islands ...... 1 Placing Terrain ...... 1 Choosing Home Islands ...... 2 Placing Crew ...... 2 Linked crew and ships ...... 3 Placing ...... 3 Unique treasure ...... 3 Rules of the High Seas...... 3 Actions ...... 4 Free action...... 4 Moving...... 4 Derelict ...... 4 Dock...... 4 Unloading treasure ...... 4 Ram...... 4 Pin ...... 4 Board...... 4 Tow ...... 5 Exploring ...... 5 Shooting...... 5 Scuttling...... 5 Repairing...... 5 Keywords...... 6 Forts (PotR) ...... 8 Terrain Types ...... 9 Fog Bank (PotR) ...... 9 Iceberg (PotFN)...... 9 Reef (PotR) ...... 9 Sargasso Sea (PotR)...... 9 Whirlpool (PaOE)...... 10 Winning the Game...... 10

Foreword

The game of Pirates of the Spanish Main™ has had many expansions. While WizKids offers a game in every pack, there just simply is not enough room to print all the rules that have accumulated and include them in each pack. This document is the compilation of those rules. Rules may be marked with a note telling which expansion it came from. This compilation includes all sets from Pirates of the Spanish Main to Pirates at the Ocean’s Edge. This document has been verified for completeness and correctness by Woelf, WizKid’s rules arbitrator.

Complete Game Now that you have mastered one ship, it’s time to create a fleet, search for treasure, and hunt your enemies in a complete Pirates ™game. The quick-start rules you have learned so far still apply—just add these rules to what you already know!

Creating a Fleet Each ship and crew has a point cost and belongs to one of the following nations or factions: American, Barbary Corsair, English, French, Jade Rebellion, Mercenary, Pirate, Spanish, The Cursed, and Viking.

To create a fleet, determine the build total at which you play your game. We recommend a game with a 40- point build total; that is, choose ships, crew, and sea monsters (crew and sea monsters are optional) with a combined point cost up to 40 points. Any build total can be chosen as long as both fleets use the same build total. Each ship must fly her nationality’s flag from her stern (rear of the ship) if possible; players can build mixed-nationality fleets.

Choosing Events (PotR) Events are special cards you purchase when building your fleet. The point cost of each event counts toward the game’s build total, and each event is printed with ability text explaining when and how to play it. Events are not assigned to ships.

Setup The game can be played on any tabletop or other flat surface. Each player rolls a d6 (reroll ties). The player who rolls the highest result is the first player; the other is the second player.

Placing Islands For a 40-point game, players must use six islands. If you don’t have enough islands, use similarly sized and shaped objects to represent them and make up the difference. Starting with the first player, players take turns randomly choosing an island and placing it on the play area. Islands must be placed at least 3 L bars, but not more than 6 L bars, from each other. Mysterious islands (PoMI). Mysterious islands are unique to Pirates of the Mysterious Islands. Even though they add an exciting new twist to your Pirates games, you don’t have to use them. You can either ignore their special effects or use regular islands from other Pirates sets. Another possibility is combining mysterious islands and regular islands in the same game! These rules describe playing the game using regular islands. Unless otherwise noted, treat mysterious islands as regular islands. For mysterious island special effect rules, please see “Docking at mysterious islands.” When placing a mysterious island, place it on the play area so that the symbol is face up and the island’s special effects on the reverse side are face down.

Placing Terrain Terrain is printed on the backs of islands. Using terrain in your games is optional. If you use terrain in your game, players should agree on the number of terrain pieces that will be used; we recommend that players place the same number of terrain pieces, in the same order that they placed islands. Terrain may be placed anywhere 1

on the play area, but each piece must be placed at least 1 L bar from any island or other piece of terrain. See “Terrain Types” for details.

Choosing Home Islands The second player chooses which island will be the home island of the first player. The first player places his or her ships so that their bows (fronts of the ships) touch that island. The first player then chooses a different island to be the second player’s home island, and that player places his or her ships so that their bows touch that island. The remaining islands are called wild islands. A mysterious island that becomes a home island has no special rules; it is a regular home island in all respects.

Placing Crew The following are the basic crew types. Each provides an ability to the ship that carries it; keep reading to learn how to use these abilities in the game! Cannoneer (2 pts): Once per turn, one of this ship’s cannons may shoot again if it misses. Captain (3 pts): This ship may be given a free shoot action immediately after she completes a non-free move action, but before any other free actions. Chainshot Specialist (2 pts): Once per turn when this ship is given a shoot action, one of her cannons may shoot a chainshot at a target within S of her. You must declare which cannon will shoot the chainshot before rolling the d6. If the chainshot hits, do not eliminate a mast; instead, the target cannot move on her next turn. Explorer (1 pt): This ship may dock and explore a wild island using the same move action. Firepot Specialist (2 pts): Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. If a ship has a fire mast, before she is given an action roll a d6 for each fire mast on her. On a result of 5 or 6, remove the fire mast; on a 1 or 2, replace another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action. Helmsman (2 pts): This ship gets +S to her base move. Musketeer (3 pts): This ship gains one short range rank 3 cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast). Oarsman (1 pt): This ship is not derelict when all her masts are eliminated; she gains a base move of S, but can’t ram other ships. This crew takes up no cargo space. Shipwright (2 pts): This ship may repair at sea or at any island. Explorer (3 pts): This ship may dock and explore a wild island using the same move action. Any treasure coin printed with a silver number that this ship unloads at your home island is worth +1 . Smokepot Specialist (3 pts): Once per turn when this ship is given a shoot action, you may declare that one of her cannons is shooting a smokepot instead of a cannon; you do not need to target a ship. Simply place the center of a fog bank within S of this ship; it may not touch an island or any ship docked at an island. Remove the fog bank at the beginning of your next turn. Stinkpot Specialist (2 pts): Once per turn when this ship is given a shoot action, one of her cannons may shoot a stinkpot at a target within S of her. You must declare which cannon will shoot the stinkpot before rolling the d6. If the stinkpot hits, do not eliminate a mast; instead, the target’s crew cannot use their abilities on the target’s next turn. If you have chosen crew, put them face down either on your home island or on the deckplate card of the ship to which you assign them. Each crew takes up one cargo space on a ship. No matter what a ship’s cargo capacity, it can’t carry crew with a combined point cost higher than the ship’s point cost. Crew can use their abilities only on ships, never on islands. If a crew and ship are not of the same nationality, that crew can’t use its ability while on that ship. A crew with a point cost of 0 can be assigned only to a ship that

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shares its nationality. You must reveal (turn face up) a crew when using its ability, and it must remain face up the remainder of the game. Linked crew and ships. Some crew are “linked” to other crew and ships (as noted by the symbol printed on their cards). When two linked crew are assigned to the same ship, that ship gets +1 cargo space. In the same way, if one crew is assigned to a ship to which it is linked, that ship gets +1 cargo space. Multiple links on the same ship stack; that is, a ship gains +1 cargo spaces each time two linked crew are assigned to her, or a crew linked to her is assigned to her.

Placing Treasure Each treasure coin is printed with a number indicating how much gold it is worth. For a 40-point game, each player should contribute eight treasure coins totaling 15 gold points. Shuffle this treasure with the numbers face down, and then randomly distribute four coins to each wild island. Unique treasure. Some treasure is unique. A player can’t contribute more than one unique treasure with the same name to the total treasure contributed to the game. At the beginning of the game, each unique treasure is worth 0 gold. A unique treasure’s value can change later in the game, depending on its ability text. Players can insert unique treasure into the treasure that is randomly sorted and placed on wild islands. If you contribute unique treasure, however, the rest of the treasure you contribute must still total 15 gold points (for a 40-point game).

Placing Equipment Equipment represents cutting-edge ~technology" That affects the game in special ways. If you have included equipment as part of your fleet, put it face down either on your home island at on the deckplate card of the ship to which you assign it. Each piece of equipment takes up one cargo space on a ship. No matter what a ship's cargo capacity, it can't carry equipment with a combined point cost more than the ship's total cost. Equipment left on wild islands can be loaded by any ship.

Sea Creatures Sea creatures are game pieces that act like ships in the game. Each Sea creature has a keyword, however, that describes the ways that creature is different from ships (see "Keywords")' Sea creatures have segments (tentacles, coils, wings, etc,) that act like masts in the game (for purposes of shooting and taking damage). When a sea creature has no segments, it is eliminated. Sea creatures can't be rammed, pinned, or boarded. Nor can they ram, load treasure, tow, be assigned crew, or be given explore actions or repair actions. Sea Creature’s begin the game with any part of their base touching your home island, Measure a Sea creature's movement from anywhere on its base. A sea creature's segments do not block its line of fire when shooting (sec "Shooting").

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Rules of the High Seas

• Six-sided dice are abbreviated “d6.”

• Ability text (found on the fronts of cards) supersedes these rules; that is, abilities are meant to be exceptions to these rules. The only rule that is never superseded is that a cannon die roll result of 1 always misses.

• Flavor text (found on the backs of cards) has no bearing on game play; it is there merely to tell part of the game’s story. Reference a card’s ability text to see what it can do in the game.

• Two sources of the same ability text on a ship (such as from the ship and a crew, or from one crew and another crew) do not stack; that is, you can use that ability on that ship only once each turn.

• The bow of a ship is a zone at the front of the ship. It begins where the front of the ship actually touches the table and extends forward (including any masts, mastheads, etc.).

• Play with good sportsmanship and have fun!

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Actions The first player takes the first turn and is able to give one of four actions (move, explore, shoot, or repair) to each of his or her ships. You can give actions only to ships in your fleet. Free action. Unless a game effect specifically requires one of the four actions, that effect is a free action. Free actions happen automatically and immediately. A free action does not count as a ship’s action for the turn on which it occurs.

Moving A ship can’t move through any island or another ship. If a ship has a combination move, such as L + S, you can choose to move her either L or S first, though she can change direction only between each measurement. If a ship touches another ship or an island during her movement, she must stop, even if she could move farther that turn. Derelict. A ship is derelict (can’t move) if she has no masts. A derelict can be given only explore or repair actions. A derelict can still carry treasure and crew. If a derelict ship is hit, she sinks. A ship that is able to move when she has no masts, such as a Galley or Longship, is still considered derelict in regards to being towed. The following game functions can be performed using a move action or as the result of a move action.

Come About (PotR) Note: The Come About move action has been removed from the rule set. It is listed here only for reference. A ship can come about (turn in place) so that her bow ends where her stern started (a maximum turn of 180 degrees). Coming about requires a move action.

Dock You can’t dock at an opponent’s home island. As a free action, a ship docked at an island can drop off and board crew, or transfer crew to and from another ship docked at the same island. Unloading treasure. When you dock at your home island, you must unload all treasure worth gold points; this is a free action. Docking at mysterious islands. When a ship first docks at a mysterious island, turn over the island so that its special effects are face up ( remains face up the rest of the game). The ship’s player then rolls a d6. Match the die roll result to the corresponding number on the wild island; that effect comes into play when its criterion is met. If a rolled effect would be impossible, it is ignored; do not re-roll for effect. Each time a ship docks at a mysterious island, her player rolls for effect.

Ram After a ship resolves a move action, if any part of her bow physically touches any part of an enemy ship, she rams that ship. Roll one d6; if the result is higher than the number of masts remaining on the enemy ship, the enemy ship’s player must choose and eliminate (remove from the game) one mast from that ship. Unless the enemy ship becomes derelict from being rammed, the ramming ship automatically becomes pinned. Ships can’t ram each other while they are pinned. Pin. A ship is pinned when her bow is in contact with any part of an enemy ship. The pinned ship can’t move until the other ship moves away or is derelict. Board. After a ship rams another ship, either player can initiate one (and only one) boarding party as a free action; the player whose turn it is decides first. Each player rolls one d6 and adds the result to the number of masts remaining on his or her ship involved in the ram. The player with the highest total can eliminate one crew on, or steal one treasure from, the other ship.

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Tow After a ship is given a move action, if any part of her is touching the bow of any derelict, she can tow that derelict as a free action. As a free action, move the derelict so that her bow touches the stern of the towing ship. The towed ship and any crew and treasure on that ship become part of the towing player’s fleet. The base move of the towing ship becomes S; the towed ship moves with the towing ship as a free action. When the towing ship docks, dock the towed ship at the same island as a free action.

Exploring If a ship begins one of your turns docked at a wild island, give her an explore action to look at all the treasure on that island (without revealing it to the other player) and choose as much treasure as you want to take (within the ship’s cargo capacity limits). Place each chosen treasure face down on the ship’s deckplate card. Any treasure not taken is left face down on the island. When you leave a wild island, mark that you have explored it by leaving a streamer (or other token) on the island; if you dock at an island with your streamer on it, you can explore it as a free action after docking. A unique treasure does not take up a cargo space. A unique treasure must be taken by the first player to explore the island on which it is placed. Place it face up on the ship’s deckplate card; any ability a face-up unique treasure has comes into play as a free action. You can also explore any allied ship or derelict that your ship touches, which allows you to transfer crew and treasure between ships. This requires a ship’s action as an explorer can only explore wild islands.

Shooting When a cannon shoots, draw an invisible “line of fire” from the associated mast’s center point to any part of the target. If this line crosses your own ship’s masts or sails, any island, or other ships (other than the target the line is being drawn to), the shot can’t be made. You can’t shoot at ships docked at their home islands, and you can’t shoot at a member of your own fleet. A die roll result of 1 automatically misses. Sinking a ship with treasure on her. Add together all the gold on the sunken ship and divide it equally between the ship’s controller and the player who sank the ship. If the total gold can’t be divided equally, the player who sank the ship gets the greater amount. Place treasure you gain in this way on your home island as a free action. Unique treasure is removed from the game when it sinks. Sinking a ship with crew on her. Crew on a sunken ship are removed from the game.

Scuttling Sometimes you may want to sink your own ship rather than have her fall to your opponent. At any time during your turn, you can give one of your derelict ships a free action and declare that you plan to scuttle that ship. Roll a d6. On a result of 5 or 6, that derelict ship sinks at the beginning of your next turn. If an opponent begins to tow that ship before the beginning of your next turn, the scuttle attempt fails. All crew and treasure on a scuttled ship are removed from the game when she sinks.

Repairing The repair action allows a ship docked at her home island to repair (bring back into play) one mast.

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Keywords A keyword represents an ability a card has. If a card has a keyword, it appears in bold on the front of the card. When playing that card, follow the rules of that keyword in addition to any other ability text the card might have. All Powerful. Once per turn, roll a d6. On a 1-4, you may give this ship an extra action; on a 5, you may give any ship you control an extra action; on a 6, you may give an enemy ship an action. Black Mark. This crew can start the game as if it belongs to the Cursed nation instead of its nation. If it does, place it face up on the ship to which it is assigned; that ship is considered to fly the Cursed flag instead of the flag of her nation. If placed face up in this way, this crew’s point cost is increased by 1. Bombardier. This ship has a special bombardier cannon that is not associated with a mast and can't be eliminated or targeted by effects. Before the game begins, announce whether the bombardier cannon will be an artillery cannon (using the artillery cannon piece) or a flamestrike cannon (add the flame piece onto the artillery cannon piece); this choice can't change once the game begins. Use the range/rank die printed on the artillery cannon piece for both the artillery cannon and the flamestrike cannon. Equipment abilities can't affects shots made by a bombardier cannon. The artillery cannon has the Extended Range keyword. The flame portion of the flamestrike cannon physically measures S, so you can use it to measure range to enemy ships. When a flamestrike cannon hits, replace one of the target's masts with a fire mast (sec card FS057). If the cannon roll for either version of the bombardier cannon is a 1, the cannon jams and can't be used again until the ship is given a repair action specifically to fix it. Broadsides Attack. When a ship with this keyword is given a shoot action, you can choose to reduce each of her cannons to range and shoot at only one target. Roll only one d6; the result must be higher than each cannon’s rank. If it is, all cannons hit, and the ship also gets one extra hit. No other abilities can apply to this action. In order to use Broadsides Attack, the following criteria must be met (FAQ July-Aug 2007): 1. All remaining cannons must have clear line of sight to a single target. 2. All remaining cannons must be within S-range of the single target. 3. All remaining cannons must be able to hit or no masts can be eliminated. Cannoneer. Once per turn, one of this ship’s cannons may shoot again if it misses. Captain. This ship can move and shoot using the same move action. Catamaran. A ship with this keyword has a second, smaller hull. Each time this ship is hit, roll a d6. On a 5 or 6, this ship is not hit instead. The first time this ship is successfully hit, eliminate her second hull. Without her second hull, hits eliminate this ship's masts normally. This ship can't be pinned or boarded if she has her second hull. Catamarans can't be rammed. Double Catamaran. A ship with this keyword has two smaller hulls. Each time this ship is hit, roll a d6. On a 5 or 6, this ship is not hit instead. When this ship is successfully hit, eliminate a smaller hull instead of a mast. When both of this ship's smaller hulls are eliminated, hits eliminate her masts normally. This ship can't be rammed, and can't be pinned or boarded if she has a smaller hull. Emperor's Commander. This crew may use its abilities only onboard the Baochuan. Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship in your fleet may be given two actions that turn. Once per turn, if this ship is within S of an island, you may mark the island explored without docking at it. The island becomes unexplored in regards to all other players. Eternal. When this ship is sunk, do not remove her from the game. Instead, place her docked with no masts at your home island; she keeps all crew aboard her, but any treasure she carries is divided as normal. You can repair her as normal at your home island. Ex-patriot. This crew can be assigned to any ship. Any ship to which this crew is assigned gains the Mercenary keyword, marking her a member of the Mercenary nation. If this crew is assigned to its linked ship, when the ship rolls for effect at a mysterious island, add 1 to the die roll result. Explorer. This ship can dock and explore a wild island using ,the same move action. Extended Range. This ship's printed cannon ranges are doubled. Fear. For each target enemy ship within S of this ship at the beginning of this ship’s turn, roll a d6. On a result of 5, none of the target’s ship or crew abilities can be used this turn. On a 6, the target’s base speed is S on her next turn. Flotilla. A game piece with this keyword is a floating gun platform; treat it like a ship, with the following exceptions. 7

Flotillas can be given only shoot actions and repair actions (It can repair at sea). A flotilla in your fleet has a movement of T, indicating that it can be moved only by being towed by a ship of the same nationality in your fleet. When a ship tows a flotilla, any of her or her crews' abilities that affect her base move are ignored. As a free action a ship towing a flotilla can stop towing the flotilla, which remains in place until towed again or sunk. A flotilla has no masts. Instead it has a flag, which can be eliminated only if the flotilla is hit twice on the same turn from the same shoot action. When a flotilla has no flag. any hit sinks it. A flotilla can be given shoot actions even if it has no flag; it shoots from the dice printed on its base. A flotilla can't be rammed or boarded. Galley. A ship with this keyword can’t pin or be pinned. If this ship rams, she can’t eliminate a mast from the rammed ship. As a free action, this ship can rotate on her stern (the rear of the ship) in any direction after she completes a move action. If derelict, this ship gains a base move of S. Ghost Ship. If a ship has this keyword, or a crew aboard a ship has this keyword, decide if the ship is ghostly at the beginning of each of your turns. If ghostly, the ship gains the following abilities: She ignores islands and other ships when moving; she can not end a move with any part of her physically overlapping an island or another ship; she can not be rammed or pinned; and she can not dock. Headhunter’s Domain. This crew may use its abilities aboard only the Guichuan. Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship or sea monster in your fleet may be given two actions that turn. If this ship wins a boarding party, she may take as much treasure from the other ship as she wants, up to her available cargo space, or eliminate all of the other ship’s crew. Helmsman. This ship gets +S to her base move. Hoard. If this ship wins a boarding party, she may take as much treasure from the other ship as she can carry. Hostile; X. A game piece with this keyword can't be in the "same starting fleet with whatever is indicated by the X. If the X is a nation, then neither crew nor ships of that nation can be in the same starting fleet with this game piece. Icebreaker. This ship ignores terrain, except icebergs, when she is given a move action (islands are not terrain). This ship can ram an iceberg as if ramming an enemy ship. If she does, remove the iceberg from the game; this ship is not pinned. Joysides Attack: This ship's cannons have a range of 6L, and they can shoot only when she has treasure aboard. When this ship successfully hits a target ship, instead of losing a mast, the target's crew are identified as good boys and girls. Place one of this ship's treasure tokens aboard the target, if the target has available cargo capacity. Until the target unloads this treasure, she may be given only move actions to dock at the nearest island. When the target docks, roll one d6; the target must spend a number of turns there in joyous revelry equal to the result. Junk. This ship’s masts do not block her line of fire. Limit. You can have only one card with this keyword in your fleet. Longship. When you give this ship a shoot action, roll two dice and count each die as a separate attack (this ship has two cannons on each mast). This ship cannot pin or be pinned. If this ship rams, she gets +1 to her boarding roll. As a free action, this ship can rotate on her stern (the rear of the ship) in any direction after she completes a move action. If derelict, this ship gains a base move of S. Loyal: X. In order for a game piece with this keyword to be in your starting fleet. Whatever is indicated by the X must Also be in your starting fleet, whether that be a specific crew. ship, or I any game piece of a specific nation. Marine. A crew with this keyword can be dropped off on any island (except on an opponent’s home island). Whether on a ship or an island, it can be given its own shoot action each turn, just like a ship; it has a -rank gun. Opposing players can target this crew with shoot actions only if it is on an island, but it must be hit twice in the same turn in order to be eliminated—a single hit has no effect. Unlike other abilities, the Marine ability does stack. For example, if two crew with Marine are assigned to the same ship, they can both use it on the same turn. Mercenary. This ship can’t dock at any home island, and she begins the S game away from your home island. In all other ways, she behaves as a ship in your fleet. Musketeer. This ship gains one S range rank 3 cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast). Oarsman. This ship is not derelict when all her masts are eliminated; she gains a base move of S, but can’t ram other ships. This crew takes up no cargo space. Octopus. An octopus is a sea creature. On your turn, if, your octopus' base is within S of an opponent's ship, you can: immediately place the octopus' base beneath the ship so that its tentacles are surrounding her. If more than 8

one ship is within S the octopus can surround only one of them. An octopus can't be shot at unless it surrounds a ship- and then only the surrounded ship can shoot at the octopus. The surrounded ship can't be given a move action until the octopus is eliminated or moves away. If an octopus surround, a ship, it can be given a shoot action to shoot at the surrounded ship (only). An octopus can't both surround and shoot at a ship on the same turn, and it can't surround a docked ship or another octopus. Parley. If a ship is given a shoot action to shoot at a target ship with this keyword, before any dice are rolled the target's player can parley for safe passage. In order to parley, the target must be carrying treasure coins or her player must have treasure coins on his or her home island. The attacking player receives one treasure coin at random from either the target or her player's home island (chosen by the target's player). The treasure coin is automatically placed on the attacking player's home island, and the target can't be shot at the remainder of that turn. Ransom. If a crew with this keyword is transferred to an enemy ship, it becomes treasure worth 5 gold to the capturer. If eliminated by an opposing player, it becomes treasure worth 1 gold to that player and appears on that player’s home island as a free action. Sea Dragon. A game piece with this keyword is made up of segments that act as masts in the game. These segments come in many different forms, such as wings, coils, and so on. A sea dragon can’t be given repair actions. A sea dragon has unlimited movement and can move anywhere on the play area. It ignores all terrain and islands while moving. A sea dragon can be given two types of shoot actions: a normal shoot action and a swoop attack. .A normal shoot action follows all normal shoot action rules. A swoop attack allows the sea dragon to attack a target (either submerged or on the surface) within L+L of the sea dragon’s base. Roll a d6; the swoop attack hits on a result of 4 or higher, and deals 2 damage if it hits. After the swoop attack resolves, place the sea dragon as close as possible to its target without touching the target. If given a shoot action on its turn, a sea dragon can make only one attack: either a normal shoot action or a swoop attack. A sea dragon can’t be rammed, pinned, or boarded. It can’t ram, pin, or board. A sea dragon can’t be assigned crew or load treasure. A sea dragon is eliminated immediately if it has no segments. Sea Monster. A game piece with this keyword is made up of segments that act as masts in the game. These segments come in many different forms, such as tentacles, coils, heads, tails, and so on. A sea monster can be given only move and shoot actions. A sea monster’s movement is measured from the white dot on its base or from its base nearest the tentacles. A sea monster can’t be assigned crew. Before each of his or her turns, a sea monster’s controller decides if it is submerged or on the surface. If submerged, a sea monster can only move— not shoot or be shot at. If it is on the surface, it acts like a ship with the following modifications. A sea monster pins a ship if it rams any part of the ship; it can’t be pinned. After winning a boarding party, a sea monster can choose to eliminate crew (as per May 2007 FAQ) or take treasure. If it chooses to take a unique treasure, eliminate that treasure. A sea monster can’t tow. A sea monster can’t be assigned crew. A sea monster is eliminated immediately if it has no segments. Scorpion. A ship with this keyword has ~ movable "blade" that can slash your enemies. After a scorpion ship has Completed a move action or shoot action, if you can move her blade so that it touches a target opposing ship, the target is immediately attacked as a free action (using the rank of the blade). If the attack hits, eliminate a mast from the target (no ability can prevent this). The target is pinned (even sea creatures can be pinned by this ability) and can be boarded (sea creatures still can't be boarded), but this ship is not pinned. This blade attack functions even when this ship is derelict. If a Scorpion ship rams a target on a turn, she can’t also use her Scorpion blade that turn. Schooner. As a free action, a ship with this keyword can rotate on her stern (the rear of the ship) in any direction after she completes a move action. She can not use this ability if she has just rammed another ship. Submarine. A game piece with this keyword is a ship with a hull composed of two or three hull pieces that act as masts in the game. Submarines can’t pin or be pinned, or tow or be towed. A submarine can either move on the surface or dive underwater and become submerged. Before each of his or her turns, a submarine’s player decides whether or not she is submerged. If a submarine is submerged, lift off her hull so that only her base and circular “spine” are showing. A submerged submarine can only move—not shoot, be shot at, or be rammed. She can ram another ship, but

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regardless of success, the submarine must be moved away from the target ship in any direction as a free action after the ram attempt. If a submarine is on the surface, replace her hull (minus any removed hull pieces). A submarine on the surface uses all the rules for ships, with the following modifications. She can be rammed (and boarded), but she is not damaged when rammed. Each time she is hit, remove one of her hull pieces. When she has no more hull pieces, she is derelict. Switchblade. A ship with this keyword has two "blades" that can be moved so that they extend from the front sides of the ship. After this ship completes a move action or shoot action (or if during a move action), any part of either blade touches an enemy ship (or ships), all those enemy ship's are considered to be rammed and can be boarded. If the ramming occurs by blade only, this ship is not pinned. The order that rams and boarding parties are resolved (if there arc more than one) is determined by the player whose turn it is. Extending or retracting the blades is a free action that can take place any time when this ship is given a move action or shoot action. Titan. A game piece with this keyword is made up of segments that act as masts in the game. These segments come in many different forms, such as claws, legs, and so on. Titans can’t be given repair actions. A titan’s movement may be measured from any part of its body; it can’t change its facing during the move. Titans can move across islands and end their moves (“dock”) on islands (except enemy home islands); they can be shot at while docked at any island. A titan can be assigned crew and load treasure like a ship. A titan pins a ship if it rams any part of the ship; it can’t be pinned. A titan can tow. A titan is eliminated immediately if it has no segments. Treasure Ship. A ship’s crew does not take up cargo space on this ship, though their combined point cost still may not exceed this ship’s point cost. Once per turn, this ship may move S after loading or unloading cargo. (If playing the Baochuan, this ship must begin the game with Admiral Zheng He aboard. If playing the Guichuan, this ship must begin the game with the Headhunter aboard.) Turbine.A ship with this keyword is not derelict when all her masts are eliminated. If she has no masts, she is still sunk if hit. Turtle Ship. When this ship is hit, remove one of her turtle shell panels. When no panels remain, remove masts as normal. This ship can’t be boarded if she has turtle shell panels. If derelict, this ship gains a base move of S. Whitebeard's Raiders. This ship's controller must, at the beginning of each turn and if this ship has available cargo capacity, load one treasure from his or her collection onto this ship. In games played on December 24, this ship has an unlimited base move and cargo capacity. Windcatcher. A ship with this keyword can have her movement measured from either her bow or stern. If measured from the stern, turn the ship as a free action so that she faces the correct direction for movement.

Forts (PotR) Forts are printed on two cards and are assembled like ships. Fort flags represent cannons, and you can customize a fort by placing flags on either its corners or walls. The number of flags you place on a fort is equal to the number of cannons printed on its baseplate. Forts are not placed during setup; rather, they are purchased and built during the game on wild islands you have explored. A wild island may have only one fort on it at a time. Building Forts The following requirements must be met before building a fort: • The nationality of a fort must match the nationality of at least one ship in your fleet. • You must have an amount of gold points on your home island equal to or greater than the fort’s gold point cost. • You must have a ship docked at a wild island you have explored in order to build a fort there. If these prerequisites are met at the end of one of your turns, you may build the fort as a free action. Take the gold used to pay for it from your home island and place it inside of the assembled fort; Place the assembled fort on any wild island at which you have a ship docked. The fort must be placed on the island such that two of its opposite corners are completely on the island. Treasure. If there is any face-down treasure on the island where the fort is built, move that treasure inside of the assembled fort; it is now yours. You may use a ship to load treasure from a fort and move it to another fort or to 10

your home island, but a fort must always have a number of gold points inside of it equal to or greater than its gold point cost. Gold in forts counts toward victory, but not towards any end of game conditions. Shooting. Forts may be given only shoot actions. Shooting with fort cannons is just like shooting with ship cannons; use the indicated ranges and ranks on the flags and measure distance from the flags. Lines of fire drawn from forts are not blocked by other ships or islands. Abandoned forts. When a fort is hit, its player eliminates a flag. When all of a fort’s flags are eliminated, it is abandoned and may not be given actions. Destroying forts. If an abandoned fort is hit, remove it from the game and place all of the gold that was inside of it back on the island, which reverts to an unexplored wild island. Terrain Types The following terrain types have many effects on game play, such as blocking line of fire, hindering movement, and damaging ships. Fog Bank (PotR) A fog bank has the numbers 1–6 printed around its edges. When any part of a ship touches a fog bank, the entire ship must be placed within the fog bank as a free action; the ship’s turn ends, even if she could move farther that turn. A ship in a fog bank is lost. Lost ships cannot shoot, be shot at, ram, pin, or board other ships. Fog banks block lines of fire. Ships exit fog banks in random directions. When a ship is given a move action that would cause her to exit a fog bank, roll one six-sided die before moving her. Place the ship outside of the fog bank with her stern touching the number on the fog bank that matches the die result; she can face in any direction and is no longer lost. Begin moving the ship from that point. Iceberg (PotFN) An iceberg has the numbers 1–6 printed around its edge, as well as a gold number printed at its center. At the beginning of each player’s turn, before any actions are assigned, that player must roll a d6. Compare the result to the gold number printed on all icebergs in play. If the result matches any iceberg(s), those icebergs move that turn. For each iceberg that will move, roll another d6 and match the result to the number printed around the iceberg’s edge. Measuring straight out from that number away from the iceberg, move the iceberg S. Do not turn or rotate it. If an iceberg touches any ship, sea monster, or titan, stop moving it and eliminate one mast or segment from the touched ship, sea monster, or titan. If an iceberg hits an island, it can no longer move the rest of the game. Reef (PotR) When any part of a ship moves onto a reef, roll one six-sided die. The result is the reef’s rating until the end of that player’s turn. Place the die result on the reef to remind you what the rating is. Compare the rating to how many masts the ship had when she was constructed. If the reef’s rating is lower than this number of masts, the ship has a number of masts eliminated equal to the difference. For example, if a 3-masted ship sails over a reef with a rating of 4, no masts are eliminated. If a 4-masted ship sails over a reef with a rating of 2, two masts are eliminated. If the reef rating and number of masts are the same, no masts are eliminated. If a ship ends her movement partially on a reef, she does not have to roll to see if masts are eliminated when she moves off of the reef. If a ship takes more damage than the number of masts remaining as a result of sailing over a reef, she is wrecked and remains on the reef; a wreck blocks movement and lines of fire. To signify that a ship is a wreck, remove one of her hull pieces. This will cause the ship to “lean” onto the reef and look like she is wrecked there. Any crew or treasure on a wreck remains on the wreck, and wrecks may be explored. Sargasso Sea (PotR) When a ship sails over a Sargasso Sea, roll one six-sided die. The result is the Sargasso Sea’s rating until the end of that player’s turn. When a ship sails over a Sargasso Sea, compare the rating to how many masts the ship had when she was constructed. If the Sargasso Sea’s rating is higher than the number of masts, the ship is tangled in the weeds and may not be able to move. 11

For example, if a 3-masted ship sails over a Sargasso Sea with a rating of 4, she is tangled. If a 4-masted ship sails over a Sargasso Sea with a rating of 2, the ship is unaffected. If the Sargasso Sea rating and the number of masts are the same, the ship is unaffected. If a ship is tangled, you may use her action for the turn to try to free her. Roll one six-sided die and add the current number of masts on the tangled ship to the result. If the result is more than 6, the ship is untangled. Orient the ship in any direction, with her stern touching any edge of the Sargasso Sea. She may be given a move action to move normally next turn.

Whirlpool (PaOE) When any part of your ship, sea monster or titan (game piece) touches a whirlpool, you may choose to place it so that it touches any other whirlpool on the play area. If you do, roll a d6 after it is moved. On a result of 4-6, eliminate either one mast (or segment), one treasure, or one crew from the game.

Winning the Game The first player to get more than half of the starting treasure (measured in gold points) to his or her home island wins the game! Be Careful! If your opponent has more combined gold on his or her home island and forts than you do, he or she wins the game! (FAQ July-Aug 2007) After the game, return any ships that changed fleets (such as if a player towed a derelict belonging to another player back to his or her home island) during the game to their owners. Keeping treasure won. As an optional rule, the winning player can permanently keep all the treasure used in the game except for the treasure located on the home island of the other player. Now that you’ve built a fleet and played the complete Pirates game, go to www.wizkidsgames.com to view a photo gallery of all the ships and game pieces. While there, you can view our how-to-play animations, find stores in your area, learn how to host Pirates league nights, print out fun scenarios to play at home (including rules for forts and playing with more than two players), chat with other fans, and find out more about future Pirates releases and promotions. ©2007 WizKids, Inc. All rights reserved. Pirates at Ocean’s Edge and WizKids are trademarks of WizKids, Inc. This rule set compiled by DasViktor.

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