3 Gold per Do 1 “port” for 5 Gold. Non-pirates: Bounty activity Move or forgiven (4 cards Free with Summon (1 nation). to buy). Raid win. matching Navy. M y 3 5 Na rt issionar Town Prison 4 C val fo r S a S e as lo 6 anto Batist Ignore HIts an Philipp Tot Ziens tilla del Do

3 Gold per Do 1 “port” Non-pirates: for 5 Gold. Bounty activity Move or forgiven (4 cards Free with Summon (1 nation). to buy). Raid win. matching Navy. M N issionary 3 Town 5 Prison 4 aval fort To lo 6 Santa Anna Ignore HIts Holetown rre del Diab Fort George

Risk “Hull” Pirates only: Pay 1 Non-pirates: to find Cargo, Rumor and Cargo Card Sell or Buy Rumors, Recruiting for full Goods Weapons, for free. Repairs. (6 cards). Seas of Glory Components or “Crew”. P T ira en 4 N 4 ra ion Reef no raId te Hav atives de Stat 5 V f Ut sk Introduction ictor y Ree St. Mar y ’s no BountIes ’a Min Xio no BountIes Ambergris s The Seas of Glory expansion is a module based Board expansion, letting you pick and choose the modules and variants you think will enhance your games. The Risk “Hull” Pirates only: asur to find Cargo, Rumor and re e G h T a modules are numbered and include an approximation of Rumors, Recruiting is ll Weapons, for free. n e a o added play time and complexity. Overall, Seas of Glory or “Crew”. p n Pi n Reef rate Have 4 S is meant for Merchants & Marauders veterans with W y no aId P n alker’s Ca r ort Freema no BountIes familiarity with the base game.

How To Use The Expansion Pay 1 Non-pirates: Cargo Card Sell or Buy The new Captains, Rumors, Missions and Events can for full Goods Repairs. (6 cards). 3 integrate with the base game without learning any new Tr n Natives 4 ade Statio 5 rules. However, many modules have new rules to remem- Saa no’ fiis no BountIes West Goud ber and it is advised to introduce these into your games 2 Captain-General gradually. That way you get to familiarize yourself with Don Juan Esteban de Ubilla how each module works. Playing with all the modules Attack: 1 Spanish Bounty. Defeat: 1 Bounty for every full 10 Gold + 1 Glory. is possible and can be an epic experience, but doing so Win Crew Combat to claim the ship and its gold. prematurely may increase the chance of forgetting things and having a sub-optimal experience. 1 Weather Spinner 1 Galleon Board The modules are numbered and generally ordered by complexity. Have fun!

Replacement Cards Seas of Glory includes four replacement cards. The first printings of the base game had three Rumor Cards misprinted with the wrong icon. The fourth replacement card is for the “A Myriad of Goods” rumor, which makes Punchboard 2 it compatible with the Contraband module without being overpowered. Credits Game design: Christian Marcussen Artwork: Chris Quilliams Graphic Design: Philippe Guérin Rules Layout: Olivier Lamontagne Special thanks to George Orthwein for his editing. Playtesters: Anthony Yeatts, Jeff Kayati, Michael Benedict, George Orthwein, Joe Michaeli, John Knox, Kris Hadley, Stephen Williams, Tor Gjerde, Kyle Woelfel Additional Playtesters: Wade Duym, Whitney Prose, Daniel Coody, Ron Mahaffey, Connor Torres, Joe Shaw, Joseph Shaw II, Kasey Benedict, Felix Orthwein, Ethan S. King, Stacy Woelfel, Tony Baker, Carey Yeatts, Joseph Coleman, Micah Coleman, Stephanie Scott 4 Main Expansion Boards 4 Favor Boards 4 Loyalty Boards

© 2015 F2Z Entertainment Inc. 31 rue de la Coopérative minis Rigaud QC J0P 1P0 Canada

[email protected] www.zmangames.com 1 Treasure Galleon 1 Pirate Man-o-War 5 Brigs 2 (gold) (black) (1 black and 1 in each player color) ns ke 3 Gold per Do 1 “port” o for 5 Gold. Non-pirates: t Bounty activity Move or forgiven (4 cards Free with Summon (1 nation). to buy). Raid win. matching Navy. M y 3 5 Na rt issionar Town Prison 4 C val fo r S a S e as lo 6 4 Home-Port Tokens + anto Batist2 NPCIgnore HI tsSpawn Tokensan Phili p+p 8 Extra BountyTot Ziens Tokens tilla del Do Plastic Stands Plastic Stands 3 Gold per Do 1 “port” for 5 Gold. Non-pirates: Bounty activity Move or forgiven (4 cards Free with Summon (1 nation). to buy). Raid win. matching 3 Gold per Do 1 “port” Non-pirates: for 5 Gold. Navy. Bounty activity Move or N 2 Mis ry 3 Free with 5 P av rt 0 forgiven (4 cards s a T Summon n 4 o ion own riso C al f r S a S e as lo 6 (1 nation). to buy). anto Batist Ignore HIts Raid win. an Philipp matching Tot Ziens tilla del Do Navy. M N issionary 3 Town 5 Prison 4 aval fort To lo 6 Santa Anna Ignore HIts Holetown rre del Diab Fort George

3 Gold per Do 1 “port” Non-pirates: for 5 Gold. Bounty activity Move or 1 Storm Token + 17 NPC Upgrade Tokens 12 New Special 8 New Ship Mods 16 Location forgiven Tokens 6 Mission (4 cards Tokens Free with Summon (1 nation). to buy). Raid win. matching Plastic Stand Weapons Risk “Hull” Pirates only: Pay 1 Non-pirates: Navy. to find Cargo, Rumor and Cargo Card Sell or Buy M N Rumors, Recruiting issionary 3 for full Town 5 Goods Prison 4 aval fort To lo 6 Weapons, for free. Santa Anna Ignore HIts Repairs. Holetown (6 cards). rre del Diab Fort George or “Crew”. P T ds ira en 4 N 4 rad ion 5 r Reef no aId te Hav atives e Stat a r U k c V i ef S ’s o ountIes t ’a ios o ountIes A s ctor y Re t. Mar y n B Min X n B mbergri

Risk “Hull” Pirates only: Pay 1 Non-pirates: to find Cargo, Rumor and Cargo Card Sell or Buy Tobacco Treasure Thief Delicate Cargo Rumors, Recruiting for full Goods Food Golden Shipwreck You have found a map claiming The Cartographer Earn: 5-20 Gold Weapons, Gerit van der Borght for free. Repairs. (6 cards). to show the location of another Risk “Hull” ReqPirates: only: ( Curaçao ) Influence check or “Crew”. easure A Spanish ship carrying newly Captain’s stash. to findEarn Cargo,: 20 Gold LocationRumor: and TPr G T h ira en a4 N 4 ra ion minted coins is thought to be Rumors,Req : No English Bounty RecruitingTortuga Reef no raId te Hav May lre-roll a atives de Stat 5 Bridgetown Charles Plumier, a botanist, Vwants f is l Ut sk shipwrecked near San Juan. Weapons,Location : for free. ictor y Ree n St. Mar y ’s no BountIese ’a Min Xio no BountIes Ambergris to send a collection of rare plants Seamanship roll onceo or “Crew”. a San Juan Home port on Chart the South AmericanP coast.to a colleague in Basse-Terre. p per Naval battlen ir en S Sea-Zone chosen player’s Reef Use a “scout” action to amakete a HTheav plants are liable4 to die on the W y no raId P n (not Merchant Raids). (“scout” action) Captain Card. alker’s Ca successful Scouting check Caracaso inrt theseFrvoyage,,e em a so speedno Bount is essential.Ies (“port” action) Sea-Zones: Trinidad, John Knox Stolen If successful, you manage to steal & Cartagena. (YouPlace may 20 Gold on this mission. Documents up to 10 Gold from the Captain’s Curaçao Remove 5 Gold after every Prisoner Risk “Hull” Pirates only: ( St. John If successful, you find thestash ship andbefore a massive amount of attempt this more than onceEvent per Card drawn. Complete the ) easur Old Providence to find Cargo, 3 2Rumor 2 3and Tr e G recover 10 Gold. Regardlessguards of chase you off. turn per Sea-Zone.) mission by taking a “port” action +1 Seamanship h a Rumors, Recruiting is ll your roll, the rumor hasCompleted spread— regardless of how Place 5 Gold in a Sea-Zonein Basse-Terre before you reach Weapons, for free. during Naval Combat n e all adjacent NPC shipsmuch, move if to any, you steal. Pay 1 when successful. Claim0 Goldall the. Non-pirates: o or “Crew”. when selecting a n San Juan. Cargo Card gold and complete the mission Sell or Buy P p ir en the “shoot” action. S for full when the 4th Sea-Zone has been Goods Reef ate Hav 4 Cargo W y no raId P n Masts Repairs. (6 cards). alker’s Ca 3 ort Freema no BountIes successfully “scouted”.

Tr n Natives 4 ade Statio 5 2 1 4 3 3 3 Saa no’ fiis no BountIes West Goud 2 Captain-General 32 Contraband Cards 25 Rumor Cards 25 Mission Cards Pay 1 17 CaptainNon-pirates: Cards Cargo CardDon Juan Esteban de Sell orUbilla Buy for full Attack: 1 Spanish Bounty. Goods Repairs. (6 cards). 3 Defeat: 1 Bounty for every full 10 Gold + 1 Glory. Dutch Man-o-War T Admiral Abraham Crijnssen Brig 4 Win Crew Combatra to claim theion ship and itsMarooned gold. Pirate Brig Galleon Natives Indian Treasurede Stat The5 infamous Captain Jake P. S W At the end of the turn: aa no’ fiis no BountIes est Goud Price has been was Marooned on Place the Dutch Man-o-War in Golden Indian artifacts are said to an island near Havana. 2 Toughness Toughness 4 2 At the end of the turn: the Sea-Zone of St. Maarten. be hidden on a small island near Captain-General Place the Pirate Brig in the Put this card on the board. Cargo 5 Cargo 4 Cartagena. Don Juan Esteban de Ubilla Sea-Zone of St. Maarten. Cartagena If a Dutch Naval ship card is Crew Crew Havana Attack: 1 Spanish Bounty. Put this card on the board in 4 2 Sea-Zone already in play, then place this Sea-Zone place of the Sloop. (“scout” action) Defeat: 1 Bounty for every full 10 Gold + 1 Glory. card on top of it. Cannons Cannons (“scout” action) If the Pirate Sloop/Brig is already 4 Galleon 2 Brig If successful, you find him and let Win Crew Combat to claim the ship and its gold. in play, then place this card on Maneuverability Maneuverability him sail to Havana in one of your top of it. Toughness1 Toughness3 If successful, you find therow island boats. Keep this card face up. RD: 10 Gold Rewa and its 15 Gold treasure Usingguarded his network: Cargo 4 Cargo 2 by two “Crew” with Leadership• Recruiting 1. and acquiring Fight them in Crew Combat. Crew 5 Crew 4 rumors in Havana is free and If you lose, your Captainrequires is killed. no Influence rolls. Cannons 4 Cannons 2 • You can always enter Havana. 2 Maneuverability 4 Maneuverability 2 2 4 2 3 3 1 3 Punchboard 2

16 Event Cards 4 Galleon (Man. 1) Ship Cards 4 Brig Ship Cards 4 Replacement Cards

Punchboard 2 rules cubes other

Combat • Randomly discard a Cargo Card for each hit the Naval Grappling Hooks: After a Seamanship contest roll ship took to its cargo. You may keep the remaining goods. where you chose to “board”, you may spend (discard) Naval Combat • Keep the ship, if you wish. your Hooks to re-roll any number of your dice. 1) Declaration: Heated Shot: Each you rolled does no damage, Each player declares Shoot, Board or Flee. (Aggressor declares PluNDeriNg NPC Pirates but the enemy ship catches fire! Place the token on the first, and “shoot” is the only available action in the first round. NPC Pirates have no cargo or gold onboard. However, if you are enemy ship. Prior to every new Naval Combat round, the When controlling an NPC, “flee” may not be chosen unless it has a non-pirate and you defeat a pirate ship (sink it or win Crew ship receives 1 hit to a location of the target Captain’s choice. less “Cannons” or “Crew” than the player it is up against.) Combat), you get a gold reward: 5 Gold for a Sloop, 10 Gold for a Remove token if Crew Combat begins or the battle ends. Brig, 15 Gold for a Frigate and 20 Gold for a Man-o-War. 2) Seamanship contest: Roll Seamanship to see who out-maneuvers whom and Double Shot: Up to 2 you rolled inflict 1 extra gets to perform his chosen action. (+1 die if your ship has a Merchant Raids hit each. Apply non-“Skull” hits first. Then evenly apply Maneuverability that is 2 or more higher than your opponent.) all “Skull” hits to as many different non-empty hit- If any of your ship’s hit-locations are destroyed, you can’t raid. locations as possible (target Captain’s choice). 3) Action! Caltrops: Spend (discard token) after a Seamanship The winner of the Seamanship contest performs his chosen 1) Draw 3 Cargo Cards and place them face up in front of you. contest where you chose to “board” (regardless of who action (the loser may still “shoot” with successes): 2) Roll your Captain’s Seamanship ( ). Special Weapon tokens won the roll). On the following combat round, the Shoot Win: Inflict a hit with all of your “Cannons”. can be used to convert a failed die into a success. enemy Captain has a ‐1 penalty (minimum 1) on his/ Tie or Loss: Inflict 1 hit per success, limited by “Cannons”. her next Seamanship or Leadership roll. 3) One at a time you may use each success to: Board Win: Naval Combat ends and Crew Combat begins. • Draw an additional card Opponent’s cannon-hits, if any, are applied before you manage • Discard a card or Ship Modifications to board. Proceed to Crew Combat unless your ship is sunk (you • Exchange a card die), or you lose your last “Crew” (in which case Naval Combat continues). 4) Any remaining Hit Icons damage your ship. The raid fails if Extra Hammocks: Adds +1 to the ship’s “Crew” value a hit-location is destroyed, or if the number of Escape Icons (the extra crew must be ‘recruited’). Your ship’s “Crew” Flee Win: Escape! Only if your opponent made no successes. equals or exceeds your ship’s Maneuverability. can never exceed 5.

Repeat if Naval Combat hasn’t ended. If you succeed, you get gold matching the Plunder Value of the Advanced Rigs & Sails: Adds +1 to the ship’s remaining cards and may keep as many as your ship will hold. Maneuverability value. Hit-loCatioNs & Damage Hull: If destroyed, your ship sinks. You lose the battle and your Location Raids Reinforced Hull: Flip this token to absorb 1 point of Captain dies. damage done to any hit-location (after hit-locations If any of your ship’s hit-locations are destroyed, you can’t raid. have been determined). “Repair” the token for 3 Gold Cargo: Each point of damage means your ship can carry one less in any port to refresh its ability. May be used in Raids Cargo Card. Excess Cargo Cards are randomly removed. 1) Draw the number of Cargo Cards indicated on the Location and for Swivel Gun hits but not in Crew Combat. and place them face up in front of you. Masts: If destroyed, you only roll one die during Seamanship Chasers: Flip this token to inflict a hit after you or an contests and can only select the “shoot” action. 2) Bombardment: You may roll 1 die for each of your opponent declares the “Flee” action. Flip it face up after Crew: If destroyed, you can’t select the “board” action and “Cannons”. You roll 1 die at a time and discard a card of combat has ended. automatically lose Crew Combat once it begins. your choice for each success you make. You can stop the Swivel Guns: Just prior to Crew Combat (at sea), roll bombardment prior to any roll. Cannons: Each point of damage means you can inflict one less 2 dice. Inflict one hit to enemy “Crew” on one or more hit. If destroyed, you can’t inflict any cannon-hits. 3) Receive Hits: Each remaining Hit Icon either inflicts 1 hit to successes. It doesn’t matter who initiated the boarding. your ship at the indicated hit-location, or 2 hits if the number Extra Cannon Port: Adds +1 to the ship’s “Cannons” Note: Further damage to destroyed locations are transferred to “Hull”. of Escape Icons matches or beats your ship’s Maneuverability. value. Move the “Cannons” hit-location cube up one If your “Hull” is destroyed you sink and die. Any other destroyed step. “Cannons” can never exceed 5. Crew Combat hit-location means the raid fails. If none of your ship’s hit-locations are Long Guns: Before the 1st round of Naval Combat, Every round both Captains roll their Leadership skill destroyed, you may continue the ground assault or retreat. roll a die for each of your “Cannons”. Inflict a hit for simultaneously. Each success inflicts a hit to the enemy crew, each success. Special Weapons can’t be used. except you can’t inflict more hits in a round than the number of 4) Ground Assault: Roll Leadership. Receive 1 hit to “Crew” “Crew” you have (prior to rolling). Repeat until a Captain has lost for each remaining Escape Icon minus 1 for every Leadership Extended Cargo Hold: Adds +1 to the ship’s Cargo all of their “Crew”. They die, lose the battle and the winner may success you made. If your “Crew” is reduced to “0”, your value. Move your “Cargo” hit-location cube up one step. plunder their ship. Captain dies. This is considered a single round of Crew Combat in A ship’s “Cargo” can never exceed 5. regards to Glory Cards and Captain/Specialist abilities. Crow’s Nest: You may add 1 die to a Scouting roll Plunder If you survive, you get gold matching the Plunder Value of the (prior to rolling) or subtract 1 die from an enemy’s remaining cards and may keep as many as your ship will hold. Scouting roll (min. 1 and prior to scouting for you). Only works as long as you have fully repaired “Masts”. PluNDeriNg Player CaPtaiNs Remove the Location Token from the board. Note: Cards and When you win Crew Combat against a player, youmay take: Gold abilities that specifically say “battle” may be used on Location Raids.. Carved Hull: Your opponent has -1 Seamanship on board, Cargo (including Contraband), Glory Cards, Rumor (minimum 1) when either of you selects “Flee” during Cards, Specialists, Special Weapons and Ship (but not Missions). Special Weapons Naval Combat. If you defeat a pirate player (sunk or boarded), a nation will pay 5 Smuggler’s Hold: One Contraband does not take Gold for each of their Bounties on the defeated player. You may Chain-shot: Each you rolled inflicts a hit to your up a Cargo space, is “invisible” to NPCs and is immune claim this reward from only one nation, and it can’t be one that enemy’s “Masts”. Hits to a destroyed “Masts” location to cards and damage effects. Whenever relevant, pick you have a bounty from, or which your nation is at war with. are never transferred to “Hull” in a round where you used which Contraband card you want to be immune. Chain-shots. The Plank: Avoid a drop on the Loyalty Track when PluNDeriNg Naval sHiPs Grapeshot: Each you rolled inflicts a hit to your an NPC Event Card is drawn by choosing one of the When you win Crew Combat against a Naval ship, you: enemy’s “Crew”. Hits to a destroyed “Crew” location are following: Roll Leadership and succeeding or (if at sea) • Draw 3 Cargo Cards and get an amount of Gold equal to never transferred to “Hull” in a round where you used discarding a “Crew”. You may not first try Leadership the Plunder Value on the drawn cards. Grapeshots. and then discard a “Crew” if failed.

Rulebook 4 Player Aids 12 Cubes for Favor, Loyalty and Flexible Turns Cloth Bag for Flexible Turns or Token Draws 3 le 1 Rumors, Missions, Events & Captains modu Added play time: None Added complexity: None

The amount of Rumors, Missions and Captains are Mission Tokens Home-Port Tokens doubled. The new cards can either be shuffled in with To make more space on the A flag token in each player’s color can be the cards from the base game, or used separately as new board you can choose to use placed on each player’s home-port for easier decks. If the 16 new Event Cards are used, they must be the new Mission Tokens. Place identification. used together with the Event Cards of the base game. active missions next to the board. Put a Mission Token in the The text on some of the Sea-Zone where the mission can be claimed, and place cards assumes familiarity the Mission Token with the matching number on the with the base game. For E WarW & Peace N Mission Card. There are three pairs of Mission Tokens. instance, they may result The third pair is used for the new “Employers Calling” in two nations going to WAR! Gil del Lobo If no active war: Event Card which adds a 3rd Mission to the game. war without explaining 1) Take a Bounty Token from ( Trinidad ) how wars are handled. It each nation, randomly draw 2 and place them in the “At War!” space. Is considered a non- simply means that you do 2) Exchange the Frigates of pirate with no Bounties what the War Event Card these nations for Man-o-Wars. Captains of these nationalities unless he has 3 or in the base game says. cannot enter enemy ports. more Bounties total. PEACE! NPC Spawn Tokens If two nations are at war: New NPC Events include Everything is normalized. Empty Two flag tokens are also provided to help remind players Naval Man-o-Wars that the “At War!” space and revert Forbidden Date where new NPCs will appear at the end of the turn when Man-o-Wars back to Frigates. appear even without an Earn: 5 Gold & Gold+Cargo an NPC2 2Event 3Card 3is drawn. The brown flag is used for active War (use a brown from a Merchant Raid Req: Influence check Naval Ships and the black flag is used for NPC Pirates. galleon from the base game) as well as NPC Pirate Location: Petite Goave Brigs and Man-o-Wars (use the new black miniatures The governor’s annoying wife, included). As in the base game, any 2 Man-o-Wars in the Christine la Croix, is having an same Sea-Zone do not “scout” for players. affair. She is with her lover on board the first merchant you find. Perform a successful Merchant Raid on that merchant to complete the job. ule 2 New Special WeaponsYou get no Bounty Token, nor a mod Glory Point for a 12+ plunder. Added play time: None Added complexity: Moderate “Bring home my good-for-nothing wife… Three new Special Weapons can be added to the game; Heated Shot, Double Shot and Caltrops.oh – and Aplease ship don’t can tell anyone.”now hold up to six Special Weapons (one of each type). As in the base game, the new Special Weapons can still be spent in Merchant Raids to convert a failed die, but each have a unique effect when used in Naval Combat.

Heated Shot: Spend (discard token) Double Shot: Spend (discard token) Caltrops: Spend (discard token) after rolling hit-locations and rolling after rolling hit‐locations, to make after a Seamanship contest where at least one “Skull”. The “Skulls” rolled up to two “Skull” hits do one extra you chose to “board” (regardless of do no damage, but the enemy ship hit each. Apply non-“Skull” hits first. who won the roll). On the following catches fire! (Place the Heated Shot Then, evenly apply all “Skull” hits to combat round, the enemy Captain token on the enemy Ship Card.) Prior as many different non-empty hit- has a ‐1 penalty (min. 1) on his/her to every new Naval combat round, the locations as possible (target Captain’s next Seamanship or Leadership roll targeted Ship receives 1 point of damage to a location of choice). May not be combined with other Special (Seamanship if you lost and didn’t manage to board, or the target Captain’s choice. Once Crew Combat begins Weapons (e.g. using Chain-shots to turn “Skulls” into Leadership if you did). or the battle ends, remove the Heated Shot Token—no “Mast” hits). further damage is done. Note: You MAY use both Grappling Hooks and Caltrops Example: Red’s Galleon fires 4 hits on Blue, rolling in the same combat round. However, only one special Example: Blue’s Frigate fires 3 hits on Red, rolling 3 “Skulls” and a “2” for hit-locations. Red decides to use ammunition (Chain-shot, Grapeshot, Heated Shot, or 2 “Skulls” and a “4” for hit-locations. Blue decides to use Double Shot. First, Blue applies the “2” which destroys Double Shot) can be spent per combat round. Heated Shot and places the token on Red’s ship card. his “Masts”. The Double Shot affects 2 “Skulls” meaning Red applies the “4” which hits her “Cannons”. Neither of Blue now has 5 total “Skull” hits to apply! Blue’s “Cargo” the 2 “Skulls” do any damage this round. Before the next was already destroyed so the first 3 hits must be to his round, Red will have to choose a hit-location to damage. “Hull”, “Crew” and “Cannons”. Blue would rather sacrifice his “Crew” but the remaining 2 hits must also be spread as evenly as possible, so Blue chooses “Crew” and “Hull”. 4 le 3 New Ship Mods modu Added play time: None Added complexity: Minor

Four new Ship Modifications are added to the game: Carved Hull, Crow’s Nest, Smuggler’s Hold and The Plank.

Setup Smuggler’s Hold: Re-entering the Game Module Dependent: Only use with the Add the new Ship Mods you wish to play with to the When a player ship with Ship Modifications is sunk, sold Contraband module. original 16 Ship Mod tokens before distributing them. or discarded, you place any Ship Mods back with the After distributing them place the remaining tokens face unused Ship Mods in the reserve pool. Then randomly One Contraband does not take up a down (or in a cup) without looking at them, to form a draw a number of Ship Mods matching the amount Cargo space, is “invisible” to NPCs and is reserve pool. you just discarded and have them re-enter the game as immune to cards and damage effects. Whenever relevant, normal: the player owning the ship places them randomly pick which Contraband card you want to be immune. Powers and face down in any port of his or her choosing that is currently without Ship Modification tokens (or back in Carved Hull: The Plank: the pool once all ports have a Ship Mod—possible with Your opponent has -1 Seamanship Module Dependent: Only use with the the Ship Mod Market below). (minimum 1) when either of you selects Loyalty Module. “Flee” during Naval Combat. Avoid a loss on the Loyalty Track Ship Mod Market (Optional rule) when an NPC Event Card is drawn If a port has no Ship Mod when taking a “port” action, by choosing one of the following: Roll you may draw one random Ship Mod from the reserve Crow’s Nest: Leadership and succeeding, or (if at sea) discarding a pool. You can either buy it, or place it face up for sale in You may add 1 die to a Scouting roll “Crew”. You may not first try Leadership and then discard the port you are currently in. (prior to rolling) or subtract 1 die from a “Crew” if failed. You must select either of the two an enemy’s Scouting roll (minimum 1, methods per drop. and prior to scouting for you). This ship mod only works as long as you have fully repaired “Masts”.

le 4 NPC Upgrades modu Added play time: None Added complexity: Minor

Setup new tokens and then place the “2” token back into the used them, it would have Grappling Hooks again after pool. (Redraw the “0” token when drawing two upgrades.) the battle, provided it survived. This module features 17 NPC Upgrade Tokens (a collective term used for what is both NPC Ship Mods • If an NPC has the Crow’s Nest, it will always use it When a new NPC of the same nation/type is drawn and NPC Special Weapons). when Scouting and the player who will control it during (covering an existing NPC Card), the token on the old Place the 17 NPC Upgrade a battle may decide if the Crow’s Nest is used to avoid card is returned and then a new token is drawn for the Tokens face down next to the being found. new card. Similarly, when an NPC with other NPC board (or in a cup near the 2 0 Cards beneath it is defeated, a new token is drawn for the NPCs) to form a reserve pool. new active NPC (regardless of what token it previously Defeating an NPC with Upgrades If you aren’t using the new had). In other words, only the top NPC Card of each type If an NPC with upgrades is sunk, you return the NPC Ship Mods or Special Weapons should have an NPC Upgrade Token, and you draw a Upgrade Tokens back into the pool. modules, then remove the token every time an NPC is drawn or revealed. matching NPC Upgrade Tokens from the pool. If you defeat an NPC in Crew Combat, you may keep Circumstantial rules any unspent NPC Special Weapon upgrades if you have Drawing Upgrades • During “War & Peace” Events, NPC Frigates that the room for them. Place them on your board as normal Every time you draw an NPC Event Card, you draw a “become” Man‐O‐Wars, or vice versa, simply keep their and put them back with the other NPC Upgrade Tokens random NPC Upgrade Token and place it on the card. current token(s). when used, sold, or if your ship is sunk. The NPC ship gains the abilities matching the NPC • Draw a new token if a Man-o-War ends up with an Upgrade Token on its card. upgrade it can’t have (for instance, Hammocks or Extra If you claim the ship, it keeps its upgrades. Place the NPC Cannon). Upgrade Tokens on your Player Board in the appropriate If you draw the “0” token, the NPC has no upgrade; areas. These upgrades are placed back with the other NPC • After a battle, an NPC gets its Special Weapon upgrade return the “0” token back into the pool. If you draw the Upgrade Tokens if your ship is sunk or sold. “2” token, it means the NPC has two upgrades; draw two back after it is used. So if it had Grappling Hooks and

5 le 5 Ships le 7 modu odu Added play time: None Added complexity: Minor m

Seas of Glory adds a medium-sized ship to the game— Low Maneuverability Galleons Contraband the Brig. You will also find alternative Ship Cards for Included are Ship Added play time: approx. 5 minutes Galleons with reduced Maneuverability. Galleon Cards where Added complexity: Minor-Moderate Brig Toughness 4 the Galleon’s Cargo 5 Maneuverability has Tobacco The Brig costs Crew Setup Brig 4 been lowered to “1”. 20 Gold (sells for 5), Cannons Shuffle the Food Toughness 4 This makes it less 2 but does not award Maneuverability 32 Contraband Cargo 4 a Glory Point when 1 efficient in battle Crew Cards into 2 purchased. Its large and very poor for Cannons the Cargo Stolen 2 Cargo and added Merchant Raids (i.e. a poor pirate ship). Deck. These Documents Maneuverability 3 Old Providence defense capabilities When should I use the modified Galleon? 32 Contraband Prisoner Tortuga make it a good all- • When playing with the Brig (to make choice of ship Cards can work purpose ship, viable for both pirates and merchants. interesting). like normal Cargo Masts • When playing with the Flexible Turns or Cutthroat Cards or act as Cargo Note: If you play with the Brig, you should also use the new 3 Variant (due to increased chance of PvP combat). Contraband—a Galleon Cards. This makes the choice of a new ship a more 3 Gold per Do 1 “port” for 5 Gold. Non-pirates: new type of cargo Bounty activity Move or forgiven (4 cards Free with Summon • If after many plays you feel that the Galleon is interesting(1 nation). one. to buy). Raid win. matching consisting of illegal or 3 Navy. M N iss ary 3 T n 5 Pr n 4 ava ort overpowered compared to the Frigate. ion ow iso C l f r S a S e as lo 6 anto Batist Ignore HIts an Philipp Tot Ziens tilla del Do embargoed goods.

3 Gold per Do 1 “port” Non-pirates: for 5 Gold. Bounty activity Move or forgiven (4 cards Free with Summon Getting Contraband (1 nation). to buy).6 Raid win.Treasure matching Galleon ule Navy. M y d Na t iss ar 3 T 5 Pr n 4 v or ion o own T iso o al f o l 6 Santa Anna Ignorem HIts Holetown rre del Diab Fort George Whenever you draw Cargo Cards, there is a chance that Added play time: approx. 5 minutes Added complexity: Minor some of them will feature the Contraband option.

Risk “Hull” Pirates only: Pay 1 Non-pirates: to find Cargo, Rumor and Cargo Card Sell or Buy Rumors, Recruiting for full Goods Weapons, for free. Repairs. (6 cards). The or “Crew”.Spanish Treasure Galleons collected gold and from around the Caribbean and transported it back to Europe. When buying Cargo, do the following in order: P T ira en 4 N 4 ra ion Reef no raId te Hav atives de Stat 5 V f Ut sk ictoAr y Re e Treasure GalleonSt. Mar y ’s no Bount wasIes a risky,’a Min Xio butno Bount IesprofitableAmbergris and glorious target. 1) Redraws: Redraw any cards that show the good in Risk “Hull” Pirates only: asur to find Cargo, Rumor and re e G Setup h T a Attacking the Treasure Galleon demand as usual, but also cards showing Contraband Rumors, Recruiting is ll Weapons, for free. n e a o or “Crew”. p n that is supposed to be sold in the port you currently Pi n RThiseef modulera taddse Have 4 S Player Captains can “scout” for and attack the Treasure W y no raId P n alkaer’s CSpanisha Treasureort Freema no BountIes Fleet when in the same Sea‐Zone. are in (for instance, being in Havana Galleon NPC to and drawing a Contraband Card Prisoner Pay 1 Non-pirates: Cargo Card Sell or Buy for full Goods asking to be sold in Havana). the game.Repairs. Place the (6 cards). 3 If successful: Havana

Tr n Na es 4 ade Statio 5 tTreasureiv Galleon • A Naval battle begins and you receive 1 Spanish

Saa no’ fiis no BountIes West Goud 2 miniature (the gold Captain-General Bounty. 2) Buy Contraband: If any of the cards Don Juan Esteban de Ubilla Attack: 1 Spanish Bounty. are Contraband Cards, you may choose to buy them colored Galleon) in the Defeat: 1 Bounty for every full 10 Gold + 1 Glory. If you defeat the Galleon you get: Win Crew Combat to claim the ship and its gold. as such for 3 Gold each (regardless of how many you Cartagena Sea‐Zone. • 1 Glory Point Take the Treasure draw). If bought, you place them on the Contraband • 1 additional Spanish Bounty for every 10 Gold on the Galleon Board and place it face up. It holds the stats space on the Main Expansion Player Board. Treasure Galleon Board (rounded down). of its Captain and is also where you place the gold it is transporting. • Plunder: If you won through Crew Combat, you may 3) Buy regular Cargo: Any cards not bought as claim the Galleon as your ship and/or all the gold on its Contraband work just like normal Cargo Cards Movement & Gold board.Punchboard There 2 is no Cargo to plunder. (including reducing the price of cards featuring the same good). Place on the regular Cargo space if The Treasure Galleon moves like other NPCs, in the Like all other NPCs, the Treasure Galleon is fully bought. direction of the first move icon (upper left) of any Event repaired between battles. If defeated, the Treasure Card featuring move icons (no matter which specific Galleon is out for the rest of the game. When getting Cargo Cards from Merchant Raids, nation or pirate icon it is). The Treasure Galleon has no Rumor/Mission rewards, etc., you may place any cards hunt criteria and never initiates a battle. Treasure Galleon together with other modules/variants showing the Contraband option on either your regular Cargo space or your Contraband space. As when buying, When the Treasure Galleon moves, you also place 5 Gold The Treasure Galleon is subject to any other modules where the Cargo Card is placed defines what it is. on the Treasure Galleon Board. The total on the board or variants added. For instance, if you play with NPC is the amount of gold that an attacker can plunder from Upgrades, you also draw one for the Treasure Galleon. Selling Contraband the ship. Likewise, if you play with the lowered Maneuverability Contraband can only be sold in the port listed on the for Galleons, this also affects the Treasure Galleon. card. To sell the card, you simply present it during 6 the “Sell Goods” port activity and take 10 Gold. The different types of Contraband (“Prisoner”, “Embargoed ule 8 Wind and Weather Goods”, etc.) are only for flavor. They are all mechanically mod Added play time: approx. 5 minutes Added complexity: Moderate alike.

GLORY POINTS: Get 1 Glory Point for every The Wind and Weather module has two parts. One deals with wind direction and the other adds an on-board storm. 2 Contraband you sell. To keep track, place the first sold You can play with wind direction without the on-board storm if you like. Contraband Card behind your Captain Card and place it in the discard pile when the second is sold (along with Wind Direction Tobacco the second card). If your Captain dies, a Contraband card Spin the Weather Spinner at the beginning of the turn prior to the Event Card behind your Captain Card is kept for your new Captain. draw. It will land on one of the 8 directions marked. The direction it ends on is the wind direction until it is spun again (prior to a new Event Card). Note: Single Contraband Cards do not count as You may take a free “Move” action in the wind direction once per 1/2 points for purposes of scoring, i.e. tie-breakers. turn, but it takes two actions the first time you move against the Stolen wind in a turn. (The second time takes only 1 action as normal.) Documents Old Providence Traveling with Contraband Naval ships will scout for any non-pirate player with Contraband (but do not hunt for them—i.e do not move 3 Masts towards them). If found, the non-pirate Captain may either: a) Resist and attack the NPC (getting a Bounty as if starting the battle). b) Discard all Contraband Cards to avoid the battle. Example: The Weather Spinner lands on NW. Red has a No changes are made to Naval Ship Scouting in regards rumor in the Caracas Sea-Zone so she decides that it is worth to Pirate players with Contraband. (Naval Ships will it to sail against the wind to the SE spending 2 actions. A third continue to scout and attack as normal.) action is spent attempting the rumor but it fails. Red’s turn would be over, but she decides that returning to The Caribbean Sea Sea-Zone Important Terms makes sense, so she spends a free extra action moving back NW with the Whenever the rules or cards refer to Cargo, Cargo wind direction. Cards or Goods, they refer to all kinds of Cargo Cards, both specific goods and Contraband. For example, The Storm Token Nassau’s Sea-Zone ability would also allow you to buy In conjunction with the Wind Direction rules you may also use the on-board Storm Token. Contraband Cards for 2 Gold each (still selling for 10). When playing with it, you place the Storm Token on the transparent pin, and put it in The Caribbean Sea Sea‐Zone at the beginning of the game. However, if you are asked to buy or draw a card with a specific good (such as “Textiles” or “Rum”), you must The Storm Token moves in the direction determined by the Wind Spinner immediately ignore any Contraband option and place it with regular after spinning it. If the direction is unavailable, move it to the next possible Sea‐Zone in a Cargo. Likewise, if you must discard or sell a specific clockwise direction (like NPCs). good it would also have to come from your regular Cargo space. Storm Effects Captains receive 3 random hits minus 1 for every Seamanship success when: Similarly, if a rule refers to Contraband, then specific • Moving into a Sea‐Zone with the Storm Token (including leaving port in the same Sea-Zone). goods do not apply and the good shown on the Contraband Card is irrelevant. Only Cargo Cards placed • Starting his/her turn at sea in the Sea‐Zone with the Storm Token. on the Contraband space of the player mat qualify. Storm Event Cards Taking Damage to Cargo No changes are done to the “Storm” Event Cards. Captains may find themselves in situations where they need to deal When you are forced to discard cards due to damage with both the Storm Token and an Event Card Storm. or otherwise, for each card you may choose to discard one from the regular Cargo space or the Contraband Captain Christian Marquis space (the card is still selected randomly from all cards Captain Christian Marquis also ignores the Storm Token. on the chosen space, if necessary). If there are no cards remaining in one space, you must choose the other. NPCs NPCs in a Sea-Zone with the Storm Token never “Scout” for players. However, NPCs are not affected by Storm Important! damage or Wind Direction. Remember to use the replacement “A Myriad of Goods” Rumor Card when using this module. The card as originally written becomes overpowered. 7 le 9 Location Tokens modu Added play time: None Added complexity: High

The Location Tokens represent notable locations found in each Sea‐Zone across the Caribbean. There are 8 different types of Locations—two of each. All Locations can be Visited, and most can be Raided.

Setup Visit a Location Location Raid Place the 16 Location Tokens randomly (but face up) When at sea, a Captain may spend an action to Visit When at sea, Captains may also spend an action to in all Sea‐Zones except The Caribbean Sea. To ensure the Location in their Sea-Zone (only once per turn, Raid a Location in the same Sea-Zone (no Scouting game balance, if the two Trade Stations end up in per Location). A Captain does not have to “Move” to the roll required), even if they have visited it that turn. Like adjacent Sea-Zones, shuffle a few Locations around until Location first. When visiting a Location, the Captain Merchant Raids, it is only possible to attempt a Location they are no longer adjacent. may perform the activities offered by the Location. Some Raid if the player’s ship has no destroyed hit-locations. Locations restrict who can visit them. (For instance, the 1) Draw the number of Cargo Cards indicated on Pirate Haven can only be visited by pirates. Others, like the Location and line them up in front of you. Hit the Town, can be visited by anyone, even pirates.) Icons represent the Location’s cannon-fire on you • Locations are not regarded as ports. and Escape Icons represent soldiers/pirates/militia/ • Captains can still be scouted for and attacked even if visitors ready to fight you on land, as well as general they have just visited a Location. (They remain in the preparedness. Sea-Zone.) 2) Bombardment: You may roll 1 die for each of your • Locations are never affected by the abilities written in “Cannons”. You roll 1 die at a time and discard a card each Sea-Zone. of your choice for each success you make. You can stop the bombardment prior to any roll.

3 Gold per Do 1 “port” for 5 Gold. Non-pirates: Special Weapons do not affect bombardment. Bounty activity Move or forgiven (4 cards Free with Summon (1 nation). to buy). Raid win. matching Navy. M y 3 5 Na rt issionar Town Prison 4 C val fo r S a S as lo 6 anto atist Ignore HIts an P ilippe Tot iens tilla el Do 3) Receive hits: Each remaining Hit Icon either inflicts B h Z d 3 Gold per Do 1 “port” for 5 Gold. Non-pirates: Bounty activity 3 Gold per Do 1 “port” Move or for 5 Gold. Non-pirates: forgiven (4 cards Bounty Free with activity Summon Move or (1 nation). to buy). forgiven Raid win. (4 cards matching Free with Summon 3 Gold per Do 1 “port” Non-pirates: Raid win. for 5 Gold. 1 hit to your ship at the indicated hit-location, or (1 nation). to buy). Navy. matching Bounty activity Move or Free with M y 3 5 Na rt Navy. forgiven (4 cards Summon issionar Town Prison 4 C val fo r 3 Gold per Do 1 “port” Non-pirates: Raid win. M a lo N (1 nation). to buy). matching San sta gnore Its Sa pe yT 3 s sti 5 o 6 a rt for 5 Gold. to Bati I H n Philip issionar ot Zien Town lla del D Prison 4 Bounty C val fo r activity Move or S a S e as lo 6 Navy. anto Batist Ignore HIts an Philipp Tot Ziens forgiven tilla del Do (4 cards Free with Summon M y 3 5 Na 2 hitsrt to that hit-location if the number of Escape (1 nation). to buy). Raid win. matching issionar Town Prison 4 C val fo r 3 Gold per Do 1 “port” Sa ta S e ast olo 6 for 5 Gold. Non-pirates: Navy. nto Batis Ignore HIts an Philipp Tot Ziens illa del D Bounty activity Move or N forgiven Mis ry (4 cards3 T Free with5 P 4 av ort siona own T rison oSummon al f S a Raid win. or bl F e 6 (1 nation). anta Ann toI gnorebuy). HIts Holetown re del Dia matching ort Georg Icons matches or beats your ship’s Maneuverability. 3 Gold per Do 1 “port” Non-pirates: for 5 Gold. Navy. Bounty activity 3 Gold per Do 1 “port” Move or Non-pirates: M y 3 for5 5 Gold. Na rt forgiven (4 cards Bounty Free with issionar activity Summon Town Prison Move4 or C val fo r 3 Gold per Do 1 “port” Non-pirates: S a S e as lo 6 for 5 Gold. Raid win. anto Batist Ignore HIts an Philipp Free with Tot Ziens tilla del Do Bounty activity 3 Gold per Do 1 “port” Move or Non-pirates: (1 nation). to buy). forgiven (4 cards matching Summon for 5 Gold. 3 Gold per Do 1 “port”Raid win. forgiven (4 cards Free with (1 nation). to buy). Navy. for 5 Gold.matching Non-pirates: Bounty activity Summon Move or Bounty activity Navy. (1 nation). to buy). forgiven Raid win. (4 cards matching Free with Summon Mi ry 3 5 Na rt Move or If your “Hull” is destroyed, you sink and die. Any other ssiona Town Prison 4 val fo Risk “Hull” Free withPirates only: Pay 1 Non-pirates: Raid win. M To lo forgiven 6 (4 cards N t Summon (1 nation). to buy). Navy. matching Santa Anna Ignore HIts Holetown iss arryre del 3Diab T Fort Ge5orge P n 4 av or ion own (1 nation). T riso o to buy).to find Cargo, al f Raid Rumorwin. and matchingCargo Card Sell or Buy N Navy. S a or bl F e 6 M y 3 5 a rt anta Ann Ignore HIts Holetown re del Dia Rumors, ort Georg Recruiting issionaforr full Town Goods Prison 4 C val fo r S Navy. a S e M as lo 6 N t Weapons, for free. anto BatisRepairs.t Ignore HIts an Philip(6p cards). issionary 3 Tot Ziens Town 5 tilla del Do Prison 4 aval for M N To lo y 3 Gold per 5Do 1 “port” a rt Non-pirates: S a gnore Its H rr ab Fo ge 6 issionar Town or “Crew”. Prison 4 C val fo r anta Ann I H oletown e del Di rt Geor for 5 Gold. a lo destroyed hit-location means the raid fails. If none of your S a S e s 6 anto Batist Ignore Bounty HIts an Philipp activity TotP Ziens tilla del Do Move or T ira eFreen with4 N 4 ra ion forgiven Reef (4 cardsno raId te Hav atives Summon de Stat 5 V f Ut sk (1 nation). ictor y Ree to buy). St. Mar y ’s Raidno win.BountIes ’a Min Xio matchingno BountIes Ambergris Risk “Hull” Pirates only: Pay 1 Non-pirates: Navy. to find Cargo, Rumor and Risk “Hull” Cargo Card Pirates only: Sell or Buy Pay 1 Non-pirates: M y Na t Ship’s hit-locations are destroyed, you may continue the Rumors, Recruiting to find Cargo, for full issionar Rumor3 and Goods Town Cargo5 Card Prison Sell4 or Buy val for 3 Gold per Do 1 “port” Non-pirates: To lo 6 for 5 Gold. Weapons, for free. Rumors, Repairs. Santa Anna RecruitingIgnore HIts (6 cards). Holetown for full rre del Diab Goods Fort George Bounty activity Risk “Hull” Pirates only: Move or Pay 1 Non-pirates: 3 Gold per Do 1 “port” or “Crew”. Weapons, 3 Gold perfor free. Do 1 “port”Repairs. (6 cards). Non-pirates: forgiven (4 cards to find Cargo, Free with Rumor and Summon for 5 Gold.Cargo Card Non-pirates: Sell or Buy P T for 5 Gold. (1 nation). to buy). Bounty Raid win. activity matching Move or ir en or “Crew”. ra Bounty on activity Move or Rumors, Recruiting for full Goods Reef ate Hav 4 Natives 4 de Stati 5 Risk “Hull” T Free withPirates only: forgiven (4 cards Free with Summon no raId U k Pi n forgiven (4 cards r n Summon asu Weapons, for free. Navy. Repairs. ground (6assault. cards). You may also retreat and end the attack at V ic eef S ’s no BountIes t ’a ios no BountIes ra Ae 4is N 4 ad io e re Raid win. tor y R t. Mar y Reef Minno X raId te Hav mbergr atives to find Cargo, e Stat Raid5 Rumorwin. and Tr G (1 nation). to buy). N matching V f (1 nation). Ut sk to buy). M matching y a or “Crew”. a t ictor y Ree St. Mar y ’s no BountIes ’a Min Xio no BountRumors,Ies Ambergris Recruiting issionar h3 Town 5 Prison 4 val for T Navy. Navy. s l To lo Pi n 6 r n Sa na iIgnore HIts H l n rre iab ra e 4 For rge N 4 a io Weapons, for free. nta An oletoMwe Reef no raId del D te Hav t Geo atives N det Stat 5 M N t n is Vry 3 5 P U sk a r is ry Risk3 “Hull” Pirates5 only: P Pay 1 av r Non-pirates: osiona ict eef Town St. y ’s no BountIes risont ’a X4io no BountIes C val foAmr ris siona Town or “Crew”. T rison 4 al fo a S a or y R S e Mar Min as lo berg6 S or blo F e 6 p antno Batist Ignore HIts an Philipp Tot Ziens tilla del Do anta Anna Ignoreto find HIts Cargo, Holetown Rumor and re dPel Dia Cargo Card ort Georg Sell or Buy this point. i n Rumors, Reef Recruiting rate Havefor full 4 GoodsS W y no aId P n Weapons, alker’s Ca for free. r ort Freema Repairs.no BountIes (6 cards). Risk “Hull” Pirates only: easure or “Crew”. to find Cargo, Rumor and Risk “Hull” Tr Pirates G only: P T a ira en 4 easuNre 4 rad ion Rumors, Recruiting to find Cargo, h Reef Rumorno r andalId te Hav Tr at ivGes e Stat 5 Risk “Hull” Pirates only: Pay 1 Non-pirates: is V f l Ut ask Weapons, for free. Rumors, n ictor y Ree Recruiting e St. Mar y ’s no BountsIesh ’a Min Xio l no BountIes Ambergris to find Cargo, Rumor and Risk “Hull” Cargo Card Pirates only: Sell or Buy 4)s u Ground Assault: Roll Leadership. Receive 1 hit to o i l Rumors, Recruiting3 Gold per for full Do 1 “port” Goods rea reNon-pirates: or “Crew”. Weapons, a Risk “Hull” for free. n Pirates only:n Pay 1e Non-pirates: to find Cargo, Rumor and for 5 Gold. T G P p o Weapons, for free. Bounty Repairs. activity (6 cards). h Movea or ir en or “Crew”.S to find Cargo, Rumora and Cargo Card Sell or Buy Rumors, Recruiting s l Reef ate Hav 4 P p Pay 1 Non-pirates:n forgiven (4 cards Free with i Summonl no aId P i Rumors,n Recruiting for full Goods or “Crew”. Weapons, for free. n e Wa ay r or an o ountIes ra e 4 S Raid win. lker’s C t Freem n B Reef te Hav Cargo Card Sell or Buy P (1 nation). 3 Gold per to buy).Do 1 “port”T Non-pirates: matching o W no aId P Weapons, for free. Repairs. (6 cards). ir en or “Crew”. ra n for 5 Gold. a al Cay r ort man no BountIes at v 4 Na Bounty s 4 activity de atio 5 p Move or n ker’s Free for full Goods Reef no raId e Ha U tive P St “Crew” Navy. for each remaining Escape Icon minus 1 for or “Crew”. k n Free with V i eef S ’s o ountIes t ’a forgivenio s ior ountIes e (4 cards4 A is S Summon P Repairs. (6 cards). T ct3or y R t. MaMr y n B Reef Min X n Bate Hav mbergr Raid win. N (1 nation). to buy). i n r n is Wry 3 no aId P 5 P matchinga rt Risk “Hull” ra ve Pirates4 only: N s 4 ad tio 5 siona al Cay r Town ort man no BountIes T rison 4 val fo Reef no raId te Ha ative asue Srta ker’s Free o lo Navy.F 6 V f Ut sk re e Sant nna Ignore HIts Ho wn rre d Diab N ort orge ictor y Ree to find Cargo, St. Mar y ’s no RumorBountIes and ’a MTin Xio no BountIes T Amb rgris G a A Mi ry 3 leto 5 P el a rt Ge r n e a ssiona Town rison 4 C val fo r N 4 a io Sa ta S e ast olo 6 Rumors, atives Recruiting de Stat 5 h l nto Batis Ignore HIts an Philipp Tot Ziens illa del D is l Weapons, Saa no’ fiis forn ofree. BountIes West Goud n e every Leadership success you made. If your “Crew” is Pay 1 Non-pirates: a o or “Crew”. p 2n Cargo Card Sell or Buy Pay 1 Non-pirates: Pir n for full Goods Cargo Card Reef Sell or Buy ate Have 4 S RiskCaptain-General “Hull” Pirates only: no aId P asur Wa ay r or an no BountIes 3 Gold per rDoe 1 “port” e Non-pirates: Repairs. (6 cards). for full3 lker’s C Goods t Freem Don toJuan find Cargo, Esteban de Ubilla Rumor and Pay 1 TNon-pirates: G for 5 Gold. Risk “Hull” Bounty Pirates only: activity a Pay 1 Move or Non-pirates: Repairs. Risk “Hull” (6 cards). Pirates3 only: Rumors, Recruiting Cargo Card h Sell or Buy l Free with reduced to “0”, you are killed. forgiven s (4 cards Summon easure Attack: 1 Spanish Bounty. to find Cargo, iRumor and l RaidCargo win. Card Sell or Buy Tr n to find Cargo, Rumor and Tr G Weapons, for free. for full (1 nation). n toGoods buy). e matching Na es 4 ade tatio 5 a Rumors, Recruiting o for full Navy. Goods tiv S T Rumors, Recruiting h l Defeat: 1 Bounty or “Crew”. for every full 10 Gold + 1 Glory. Repairs. a (6 cards). 3 W ra on s M n N t Saa no’ fiis no BountIes est Goud Na es 4 de Stati 5 i l P Weapons, issionary 3 p To wforn free. 5 Prison 4 Repairs. aval for (6 cards). tiv Weapons, for free. To lo n e ir n S a gnore Its H rr ab Fo e 6 S s o ountIes W d Win Crew Combat to claim the shipa and itsv gold.e 4 anta Ann I H S oletown e del Di rt Georg aa no’ fii n B 2 est Gou or “Crew”. a Roeef te Ha or “Crew”. T W y no aId P n r n p alken’s Ca r ort F eema no NBountIes s 4 P ad tio 5 T This is considered a single round of Crew Combat in P 2 r r ative ir e nSta ra on Captain-General ir en R at v 4 Na s 4 de ati 5 R Pay 1 at av Non-pirates:4 S eef Saa no’ nofiis raIdno BountIes e HaWest Goud U tive St eef e H V ef t sk Don JuanW Estebanay no Cargode ra IdUbilla Card Po an Sell or BuyCaptain-General ictor y Re St. Mar y ’s no BountIes ’a Min Xio no BountIes Ambergris alker’s C rt Freem no BountIes 2 for full Don Goods Juan Esteban de Ubilla Attack: 1 Spanish Bounty.Repairs. (6 cards). 3 Risk “Hull” Pirates only: Pay 1 Captain-GeneralNon-pirates: 3 Gold per Do 1 “port” Non-pirates: Attack: 1 Spanish Bounty. to find Cargo, Rumor and Cargo Card Sell or Buy regards to Glory Cards and Captain/Specialist abilities. for 5 Gold. Defeat: 1 Bounty for every full 10 Gold + 1 Glory. Rumors, Recruiting for full Don Juan GoodsEsteban de Ubilla Bounty activity Move or T Defeat: 1 Bounty for every full 10 Gold + 1 Glory. Weapons, for free. Repairs. (6 cards). Free with Win Crew CombatN to claim the ship4 and its gold. ra ion or “Crew”. forgiven (4 cards Summon atives de Stat 5 Pay 1 Non-pirates: P T Attack: 1 Spanish Bounty. 3 Gold per Do 1 “port” Non-pirates: ira en 4 N 4 rad ion for 5 Gold. Raid win. Sa iis no BountIes W ud Win Crew Combat to claim the ship and its gold. 3 Gold per Do 1 “port” Reef no raId te Hav atives e Stat 5 (1 nation). to buy). matching a no’ f est Go Cargo Card Sell or Buy V f Non-pirates:Ut sk Bounty activity Move or ictor y Ree for 5 Gold. St. Mar y ’s no BountIes ’a Min Xio no BountIes Defeat: A1m bBountyergris for every full 10 Gold + 1 Glory. Free with Navy. Pay 1 Non-pirates: 2 Bounty for full activity Goods Risk “Hull” Pirates only: Move or asur forgiven (4 cards Summon Free with Win Crewre Combat toe claim the ship and its gold. M N Cargo Card Sell or Buy forgiven Repairs. (4 cards (6 cards).to find Cargo, 3 Rumor and Summon T G (1 nation). to buy). i ry 3 Raid win. 5 matching a rt Captain-General a ssiona Town Prison 4 C val fo r (1 nation). to buy). Rumors, Raid win. Recruiting matching h l S a S e as olo 6 for full Goods 3 Gold per Do 1 “port” Non-pirates: is anto Batist Ignore HIts an Philipp Navy. Tot Ziens tilla del D Don Juan Esteban de Ubilla for 5 Gold. l Repairs. (6 cards). 3 Tr n Weapons, for free. Navy. n e M N Bounty N activity4 ad tio 5 Move or o is ry 3 5 P av rt atives e Sta Free with or “Crew”. Risk “Hull” N Pirates only: a siona Town rison 4 C al fo r Attack: forgiven 1 SpanishM Bounty.y 3 (4 cards 5 Summon a rt p easure n S a S as lo 6 issionar Saa ’ fiis no BountIes Town Wes oud Prison to4 findP Cargo, C vaRumorl f ando r Tr G anto tist Ignore HIts an lippe Tot ens tilla l Do T no t G Raid win. ir n a lo a Ba Phi Zi de r n (1 nation).San sta gnore Its to buy). Sa pe T s Rumors,a v matchinge 4sti Recruitingo 6 S h l If you survive, you get gold matching the plunder value N 4 ad tio 5 Defeat: 1 Bounty for every fullto B 10ati GoldI + 1 Glory. H n Philip Reef ot Zien te Ha lla del D is l atives e Sta W no aId Weapons,P 2 for free. e y n alk Ca r ort ema Navy.no BountIes n o Saa no’ fiis no BountIes West Goud er’s or “Crew”. Fre a Win Crew Combat to claim the ship and its gold. N P Captain-General p n Mi ry 3 5 a rt ira en 4 S 2ssiona Town Prison 4 Reef C val fo r te Hav W no aId o P S a S e alk Cay as r lDon6 Juanort eman nEstebano BountIes de Ubilla 3 Gold per Do 1 “port” Non-pirates: anto BaCaptain-Generaltist Ignore HIts an Philipp Tot Ziens er’s tilla del Do Fre for 5 Gold. of the cards and may take as many of the remaining Bounty activity Move or Don Juan Esteban de Ubilla Attack: 1 Spanish Bounty. forgiven Free with 3 Gold per Do 1 “port” Non-pirates: 3 Gold per Do 1 “port” (4 cards Non-pirates: Summon for 5 Gold. Defeat:Punchboard 1 Bounty for every 2 full 10 Gold + 1 Glory. (1 nation). for 5 Gold. Raid win. matching Bounty Attack: 1 Spanish Bounty. 3 Goldactivity per Do 1 “port” Move or Non-pirates: Bounty activity to buy). Move or Free with for 5 Gold. Win Crew Combat to claim the ship and its gold. Navy. forgiven Bounty (4 cards activity Pay 1 SummonPay 1 Non-pirates:Non-pirates: Move or forgiven (4 cards Free with Summon Defeat: 1 Bounty for every full 10 Gold + 1 Glory. Raid win. N (1 nation). forgivento buy). (4 cards Cargo Card Free matchingCargo with Card Sell or Buy Sell or Buy Summon M y Raid win. a t 3 Gold per Do 1 “port” Non-pirates: for full Goods Cargo Cards as you have room for. Then remove the (1 nation). to buy). issionar 3 Town 5 matching Prison 4 val for Win Crew forCombat 5 Gold. to claim the ship and its gold. for full RaidNavy. win. Goods To lo 6 Bounty activity 3 Gold per (1 nation).Move Door 1 “port” to buy). Repairs. Non-pirates: (6 cards). matching 3 Santa Anna Ignore HIts Holetown Navy. rre del Diab Fort George M Free with for 5 Gold.NRepairs. (6 cards). Navy. 3 forgiven (4 cards y 3 5 Summon a rt N issionar Bounty Town activity Prison 4 C val fo r MoveTr or n M y 3 5 a t S a Raid win. S a Natlioves 6 4 ade SNtatio 5 is r T P n 4 v or (1 nation). to buy). a st gnore Its Ma pe T s Free with sti o siona own riso al f nto Bati I H forgiven n Philip y matching (4 cards ot Zien lla del SD s o ountIes SummonW ad t To lo 6 issionar 3 Town 5 Prisoana no’ fii n4 TB est Gou val for Santa Anna Ignore HIts Holetown rre del Diab Fort George Navy. Raid win.To lo ra on 6 Punchboard 2 (1 nation). Santa Anna Ignore HIts to buy). Holetown Natives 4rre del Diab de Stat matchingi 5 Fort George 2 Location Token from the board for the rest of the game. N Mi ry 3 5 a rt Punchboard 2 Saa no’ fiis no BountIes West Goud Navy. Captain-General ssiona Town Prison 4 C va3 Goldl fo per r Do 1 “port” Non-pirates: Don Juan Esteban de Ubilla S a S e M as olo 6 N for 5 Gold. anto Batist Ignore HIts an Philipp Tot Zieinss ry 3 tilla Bountydel D 5 activityP av rt 2 siona Town T rison 4 al fo Move or Attack: 1 Spanish Bounty. o blo FreeF with 6 Punchboard 2 Santa Anna Ignore HIts forgivenHolet o wn (4r rcardse del Dia ort George Summon Captain-General Risk “Hull” Pirates only: Pay 1 Non-pirates: Raid win. Defeat: 1 Bounty for every full 10 Gold + 1 Glory. to find Cargo, Rumor and Cargo Card Sell or Buy (1 nation). to buy). matching Win CrewDon Combat Juan to claim the Esteban ship and itsRemember gold. de Ubilla to gain any Bounties when attacking or 3 Gold per Do 1 “port” Non-pirates: Rumors, Recruiting for full Goods for 5 Gold. Navy. Risk “Hull” Pirates only: Pay 1 Non-pirates: Bounty activity Move or N Attack: 1 Spanish Bounty. Weapons, for free. Repairs. (6 cards). Mis ry Risk3 “Hull” Pirates5 only: P Pay 1 av rt Non-pirates: to find Cargo, Rumor and Cargo Card Sell or Buy forgiven siona (4 cards Town Free with rison 4Summon C al fo r or “Crew”. Sa ta to find Cargo, Sa e Rumor and Cargo Card ast olo Sell6 or Buy Defeat: 1 Bounty for every full 10 Gold + 1 Glory. Rumors, Recruiting for full Goods (1 nation). nto Batis Ignore to buy).HIts n Philipp Raid win. Tot Ziens matching illa del D Pi n Tr n 3 Gold per Do 1 “port” Rumors,Non-pirates: Recruiting for full Goods Weapons, for free. R Repairs. rat ave 4 (6 cards). Na es 4 ade atio 5 for 5 Gold. Navy. Win Crew Combat to claim the ship and its gold. eef no raId e H U tiv St Weapons, for free. Punchboard 2 Repairs. (6 cards). succeeding the raid as noted on the Location Token. V f t sk Bounty activity Risk “Hull” MovePirates or only: Pay 1 Non-pirates: or “Crew”. ictor y Ree St. Mar y ’s no BountIes ’a Min Xio no BountIes Ambergris M N T forgiven (4 cards is ry 3 Free withto find Cargo, 5 or “Crew”. SummonRumor and P Cargo Carda v rt Sell or Buy Pi n r n siona Town T rison 4 al fo ra e 4 N 4 ad io 5 S Raid win. P or blo n F e 6 Tr n Reef no raId te Hav atives e Stat (1 nation). to buy). anta Anna Ignore HIts Rumors, Holetown matchingRecruitingir are del Dia e 4 for full Nort Georg 4 Goods ad io V f Ut sk Reef no raId te Hav atives e Stat 5 ictor y Ree St. Mar y ’s no BountIes ’a Min Xio no BountIes Ambergris V f Navy. Ut sk Weapons, ictor y Ree for free. St. Mar y ’s no BountIes Repairs. ’a Min Xio no BountIes (6 cards). Ambergris M y or “Crew”. N t 3 Gold per Do 1 “port” issionar 3 Town 5 Prison 4 ava3 Goldl fo perr Do 1 “port” Non-pirates: Non-pirates: To lo P 6 n T forr 5 Gold. n for 5 Gold. Sant nna Ignore HIts Hol wn rre d Diab Fort iroarge e 4 N 4 a io Punchboard 2 Bounty activity Move or a A eto el Reef no raId GBountye te Hav activityatives de Stat 5 Move or V f Ut sk Free with Risk “Hull” forgiven Pirates only: (4 cards Free with Summon ictor y Ree forgivenSt. Ma r y ’s no BountIes (4 ’cardsa Min Xio no BountIes Ambergris Summon (1 nation). to buy). rRaidea win.sure (1 nation). to buy).Punchboard 2 Raid win. matching to find Cargo, Rumor and T Ga matching Rumors, Recruiting h l Navy. Risk “Hull” Pirates only: Pay 1 Non-pirates: Navy. GLORY POINT: If you plunder 12+ Gold, you are Risk “Hull” Pirates only: is l to find Cargo, Rumor and Cargo Card Sell or Buy N Punchboard 2 Mi Weapons,r y 3 reasu rfore free. 5 n Nae rt Mis ry Risk3 “Hull” T Pirates5 only: P n 4 sauv ort to find Cargo, Rumor and ssiona T Tow Gn Prison 4 C voal fo r Rumors, siona Recruiting own for full T riso o Goods ea arle f S or “Crew”. a S a a a lo 6 S a to find Cargo, Rumor and or bl r F Ge 6 ant tist Ignore HIts h an ippe To ns still n l Do anta Ann Ignore HIts Holetown re del Dia T ort Georg Rumors, Recruiting o Ba sP Phil l p t Zie a de Weapons, Rumors, for free. RecruitingRepairs. (6 cards). h a i ir en 4 l S Risk “Hull” Pirates only: Pay 1 Non-pirates: is ll Weapons, for free. Reef n ate Hav e or “Crew”. Weapons, for free. e W y no raId P n o to find Cargo, Rumor and Cargo RiskCard “Hull” Sell or PiratesBuy only: n or “Crew”. alker’s Ca a ort Freema no BountIes P T asur o awarded a Glory Point. p n Rumors, Recruiting for full ira en or4 “Crew”. Goods N 4 rad re ion 5ae Pi n Reef no raId to find Cargo, te Hav Rumor and atives eT Stat p G n ra ve 4 S V f PUt sk n a Reef te Ha Weapons, for free. ictor y Ree Repairs.Rumors, St. Mar y ’s no BountIes(6 cards).Recruitingir a’a Min Xiove no Bount4 Ies hAmbergris S l W ay no raId Po an Reef te Ha is l alker’s C rt Freem no BountIes or “Crew”. Weapons, W y no raId for free. Po n e alker’s Ca rt Freema no BountIes n o Pir n or “Crew”. Tr n a Re f ate ave 4 Nat es 4 adeRisk St “Hull”atio 5 Pirates only: p Pay 1 n Non-pirates: 3 Gold per Do 1 “port” Non-pirates: e no raId H U iv k P for 5 Gold. V ef S s o ountIes t ’ os o ountIes A ir s n Bounty activity Move orictor y Re t. Mar y ’ n B a Min Xi Reefn B mtobe findrgarit eCargo, Ha ve 4 Rumor and S Cargo Card Sell or Buy W y no raId P n Pay 1 forgiven Non-pirates: (4 cards Free with Summon alker’s Ca Rumors,ort Fr eema no BountIes Recruiting for full Goods Punchboard 2 Cargo Card (1 nation). Sell or Buy to buy). Raid win. matching Weapons, for free. Repairs. (6 cards). for full Goods Navy. Risk “Hull” Pirates or “Crew”. only: easure Pay 1 Non-pirates: to find Cargo, Rumor and P n r G Tr n Note: Location Raids are not considered “Merchant Raids” M Repairs. (6 cards). 3 N t Pay 1 ir e Non-pirates:4 T 4 a io y a a N d Cargo Card Sell or Buy issionar 3 Town 5 Prison 4 val for Reef no raId te Hav h ativesa e Stat 5 To lo 6 Rumors, V f RecruitingCargo Card Sell or Buys Ut sk l Sa na Ignore HIts H n rre iab Fo ge ictor y Ree St. Mar y ’s no BountiIes ’a Min Xio nlo BountIes Ambergris for full Goods nta An T oletow del D rt Geor Weapons, forfor fullfree. Goodsn e Repairs. (6 cards). N 4 3 rad ion 5 Risk “Hull” Pirates only: su o atives e Stat or “Crew”. rea re Repairs. a(6 cards). 3 to find Cargo, Rumor and Pay 1 T G Non-pirates: p n Saa no’ fiis no BountIes West Goud Pi n a T Rumors, Recruiting Cargoh Cardr at ve 4 l Sell or Buy S for purposes of Glory Cards and special abilities. However, r n Reef is e Ha N 4 ad io 2 W y no raId P n l Tr n atives e Stat 5 Weapons, for free. alke ’s Ca n for full ort F eema no BountIese Goods a o r Natrives 4 o de Stati 5 Saa fiis no BountIes We ud a no’ st Go Captain-General or “Crew”. Repairs. S s o ountIes (6 cards). W d 3 p aa no’ fii n B n est Gou 2 Don Juan Esteban de Ubilla Pir en Reef ate Hav 4 S Risk “Hull” Pirates only: 2 Risk “Hull” Pirates only: Pay 1 Non-pirates: T W y no raId P n r n easure to find Cargo,Captain-General Rumor and Cargo Card Sell or Buyalke r’s Ca ort Freema no BountIes Na es 4 to findade Cargo,a tio 5 Rumor and r G cards and abilities that specifically say “battle” are allowed Attack: 1 Spanish Bounty. tiv St Captain-GeneralT a S s o ountIes W d h DonRumors, Juan Esteban de UbillaRecruiting Defeat: 1 Bounty for full every full 10 Gold + 1 Glory. Goods aa no’ fii n B Rumors,est Gou Recruiting Doni sJuan Esteban de Ubillall Weapons, for free. Repairs. (6 cards). Weapons, for free. 2 n e Attack: 1 Spanish Bounty. Win Crew Combat to claim the ship and its gold. a o or “Crew”. Pay 1 Non-pirates: or “Crew”. Captain-Generalp Attack: 1 Spanish Bounty. n Defeat: 1 Bounty for everyP full 10 Goldn + 1 Glory. Tr n Cargo Card Sell or Buy Pir n ira ve 4 N s 4 ad tio 5 R f ate ave 4 Defeat:S 1 Bounty for every full 10 Gold + 1 Glory. (e.g. after a “battle”, once per Naval “battle”, after succeeding t a e a ee H Don Juan Esteban de Ubilla Reef no raId e Ha U tive St for full Goods V f Win Crew Combat to claim the ship and its gold. t sk W ay no raId Po an o ountIes ictor y Ree St. Mar y ’s no BountIes ’a Min Xio no BountIes Ambergris Repairs. alker’s C (6 cards). rt Freem 3n B Win Crew Combat to claim the ship and its gold. Pay 1 Non-pirates: Attack: 1 Spanish Bounty. Cargo Card Sell or Buy Tr n Defeat: 1 Bounty for every full 10 Gold + 1 Glory. for full Goods Natives 4 ade Statio 5 Win Crew Combat to claim the ship and its gold. a boarding “battle”, etc.). Cards and abilities which say “Crew Repairs. (6 cards). S is no Bount3Ies W d aa no’ fi est Gou 2 T ra n Risk “Hull” Pirates only: Natives 4 de Statio 5 Pay 1 Non-pirates: Captain-General asur re e Saa no’ fiis no BountIes West Goud Cargo Card Sell or Buy to find Cargo, Rumor and T Ga Don Juan Esteban de Ubilla Combat” may also be used after the Ground Assault begins. h for full Goods Rumors, Recruiting is ll 2 Weapons, for free. n e Captain-GeneralRepairs. (6 cards). Attack: 1 Spanish Bounty.3 a o or “Crew”. n Don Juan Esteban de Ubilla Defeat: 1 Bounty for every full 10 Gold + 1 Glory. P p Tr n ira ven 4 S Na es 4 ade atio Win5 Crew Combat to claim the ship and its gold. Reef te Ha tiv St W y no aId P n Attack:S 1 Spanishs Bounty. W d alker’s Ca r ort Freema no BountIes aa no’ fii no BountIes est Gou Defeat: 1 Bounty for every full 10 Gold + 1 Glory. 2 Win Crew Combat to claim the ship and its gold. Captain-General Don Juan Esteban de Ubilla Punchboard 2 Attack: 1 Spanish Bounty. Pay 1 Non-pirates: Defeat: 1 Bounty for every full 10 Gold + 1 Glory. Cargo Card Sell or Buy Punchboard 2 Win Crew Combat to claim the ship and its gold. Punchboard 2 for full Goods 8 Repairs. (6 cards). 3 Punchboard 2 Tr n Natives 4 ade Statio 5

Saa no’ fiis no BountIes West Goud 2 Captain-General Don Juan Esteban de Ubilla Attack: 1 Spanish Bounty. Defeat: 1 Bounty for every full 10 Gold + 1 Glory. Punchboard 2 Win Crew Combat to claim the ship and its gold. Punchboard 2

Punchboard 2

Punchboard 2 3 Gold per Do 1 “port” for 5 Gold. Non-pirates: Bounty activity Move or forgiven (4 cards Free with Summon (1 nation). to buy). Raid win. matching Navy. M y 3 5 Na rt issionar Town Prison 4 C val fo r S a S e as lo 6 anto Batist Ignore HIts an Philipp Tot Ziens tilla del Do

3 Gold per Do 1 “port” Non-pirates: for 5 Gold. Bounty activity Move or forgiven (4 cards Free with Summon (1 nation). to buy). Raid win. matching Navy. M N issionary 3 Town 5 Prison 4 aval fort To lo 6 Santa Anna Ignore HIts Holetown rre del Diab Fort George

Risk “Hull”3 Gold per Pirates only:Do 1 “port” Pay 1 Non-pirates: for 5 Gold. Non-pirates: to find Cargo, Bounty Rumor and activity Cargo Card Sell or BuyMove or Rumors, forgiven Recruiting (4 cards for full Free with Goods Summon Weapons, (1 nation). for free. to buy). Repairs. Raid win. (6 cards). matching or “Crew”. Navy. Pir n Tr N n Re fMi ry 3 ate ave 4 5 Nat es 4 ade Stataio 5 rt e ssionona raId H Town U iv Pk rison 4 C val fo r V i eeSf a S ’sS no Bounte Ies t ’a ios no BountIes A ias s lo 6 ctor y R anto Batist Ignore HIts t. Mar y an Philipp Min X Tot Ziens mbergr tilla del Do

Pirate Haven Naval Fort 3 Gold per Do 1 “port” 3 Gold per Do 1 “port” Risk “Hull”3 Gold per Non-pirates:Pirates only:Do 1 “port” for 5 Gold.Non-pirates: Non-pirates: for 5 Gold. Bounty • Visit (Pirates only): activity for 5 Gold.reasure • Visit (non-piratesMove only): or Bounty activity to find Cargo, Bounty MoveRumor orand activity T G Move or Free with forgiven - May Recruit for free (no roll(4 cards required).h a Free with Move a Naval ship Summon matching the nation of the forgiven (4 cards Rumors, forgiven RecruitingSummon (4 cards is Free with llRaid win. Summon Raid Weapons, win. (1 for nation). free. - May draw a Rumor Card (noto buy). gold Raidcost win.and no e Fort’s Sea-Zone matchingto an adjacent Sea-Zone. If there (1 nation). to buy). (1 nation). matching to buy). n o matching or “Crew”. Navy. roll required). a Navy. isn’t one from that Navy. nation on the board, you may p n N PNMi i ryn 3 5 N a rt Mi y 3 5 M y raassionavret 4 Town S Prisona 4 t C insteadval f ogo throughr the Event Card deck and draw ssionar Town PrRieseofn iss 4ar 3 C S vtael H fao a Tr o n 5• Raid: S Pr n 4 va for as lo 6 S W y ionon aId aPant tistnlo Iwgnore HIts an ipTpe iso o Tot ens l till l Do an sta gnore Its Sa pe Tal Csa S ra stoirt o Ba mao no6 BountIes Phil or bl Zi F e 6 thea first de matching one you find (reshuffle the draw to Bati I H n Philip otk eZri’sen anta Ann Ignore HIts lla F drele D Holetown 3 Gold perDefense: 4 cards re del Dia Do 1 “port” ort Georg Non-pirates: for 5 Gold. deck). The drawn NPC card acts as an extra Event BountyBounties: None activity Move or forgiven (4 cards Free with Card draw (affecting the Summon Loyalty Track) entering Raid win. (1 nation). to buy). the game at the end of the matchingturn per normal rules. Missionary Navy. Mi y 3 5 • Raid: Na rt ss3i oGoldna perr • Visit (anyone): ToDow 1n “port” Prison 4 C vaNon-pirates:l fo r 3 Gold per Do 1 “port” Pay 1 Risk “Hull” Sa Non-pirates:ta Pirates only: S e Pay 1 for 5 Gold.Non-pirates: ast olo 6 for 5 Gold. nto BountyBatis Ignore HIts an P h activityilipp Tot Ziens Defense: 6 cardsillaMove del D or Bounty activity Cargo Cardto find Cargo, Move Sell or Buyor Rumor Payand 3 Gold per Bounty reduced (fromCargo one Card Sell or Buy Free with forgiven (4 cards Free with Bounties: 1+1 (one Summon for attacking, one if forgiven (4 cards for full Rumors, Summon Goods Recruitingnation only per visit). for full Raid win. Goods (1 nation). to buy). RaidRepairs. win. (1matching(6 nation).cards). 3 to buy). successful). Bounties matching match the local port. Weapons, for free. Repairs. (6 cards). Navy. or “Crew”. Navy. • Raid: TM P y T N t M y N 4 Nraidssionairriotn 3 n Defense: 3 cards,Tow andn ignore5 all Hit Icons Prisorn 4 n aval for issionar 3 Town 5 Partisivoens 4 vea lS tfaotrat 5 ve 4 Na s 4 To adloe tio 5 Prison 6 T o Reef no raId Sa na eI gnoreHa HIts H n tive rre iab Sta Fo ge S a orSa isbV l no Bountf Ies FWnta An de 6 on them. oletow Ut sk del D rt Geor anta Ann Ignore HIts Holetown re ad enlo ’D fia ictor y Ree orets tG Geoorug St. Mar y ’s 3n Goldo Bount per Ies ’a Min Xio Dono 1B “port”ountIes Ambergris Non-pirates: for 5 Gold. • Visit (anyone): BountyBounties: 1+1 (one for attacking,2 one activity if Move or 3 Gold per Do 1 “port” Pay 5 Gold. Non-pirates:Go through the Glory Deck and 3 Gold per Do 1 “port” forgivensuccessful). Bounties match the local (4 port. cards for 5 Gold. Free with Summon Bountyfor 5 Gold. Non-pirates: activity Captain-General draw the firstMove Specialist or you find and employ him Bounty activity (1 nation). Move or to buy). Free with Raid win. matching Free forgiven with Don (4 cards Juan Esteban de Ubilla immediately. Discard Summon and redraw if you have that forgiven (4 cards (1 nation). Summon to buy). Raid win. matching Navy. (1 nation). to buy). Raid win. Trade Station matchingAttack: 1 Spanish Bounty. type ofN Specialist employed already. Reshuffle the Mis ry 3 5 P a Navy.rt sRiskion “Hull”a TPiratesown only:3 Gold per T rPayiso 1n Do4 1 “port” vNon-pirates:al fo Non-pirates: Risk “Hull” Pirates only: Pay 1 S Non-pirates: • Visit (non-pirates only):Defeat: Navy. 1 Bounty for every full 10 Goldor + 1 Glory.blo N deck. F e for6 5 Gold. Risk “Hull” Mi ryanta A3nna PiratesIgnore only: HIts Holeto5wn Bounty sure del Dia activity a rotrt Georg Move or M ssiona to find Cargo, N Town t Rumor and rPeraison reCargo4 Card C val fo r Sell or Buy to find Cargo, is ry Rumor3 and Cargo5 Card to find Cargo, S P a Sell or BuyRumor Eitherand SellaS Goodsv orer Buy Goods—not both. T G as lo 6 Free with siona Town antroisoatinst IRumors,gnore4 HIts C an aPli lifpop rWinRecruiting Crew Combat forgiven to claimT theot shipiens and itsfor gold. fulla (4 cards tilla el Do Goods Summon Rumors, S a Recruiting S e for full B Goods as h olo 6 h Z • Raid:d Defense: 4 cards anto Batist Ignore HIts an Philipp Rumors, Tot Ziens Weapons, RecruitingDraw 6 cardstill afor de salel D (or only for free.3 cards(1 if nation). youis Repairs.ll to buy). (6 cards). Raid win. matching Weapons, for free. Repairs. Weapons, (6 cards). for free. e Bounties: 1+1 (one for attacking, one if or “Crew”. bought at this Trade Station last turn). nShares the o Navy. or “Crew”. or “Crew”. a T successful). Bounties match the local port. N P T Pir M n y p3 5n r n a rt i n r P n good in demanda withvi esthesio portna4r in the Location’s N s Town4 ad tioPriso5n 4 C val fo r ra e 4 N 4 ad Reefirio no5 raeInd te Ha S ative e Sta a lo Reef no aId te Hav atives R e Statat v 4 Sa ta gnore Its U Ska pe Bonus: If successful,T s you get to do the “Visit” part st o 6 r U k eef V ic eef e Ha St y ’s nton Bo aBtiounts Ies I H t ’a ios n Pnhoi lBipountIes Am ris ot Zien illa del D V ef S s o ountIes t ’ oWs o ounty Ies no raId A tor y R sP n Sea-Zone (in. everyMar way, including exchanging Min X berg ictor y Re t. Mar y ’ n B a Min Xi alkner’ sB Ca mbergri ort Freema Riskno “Hull”BountIes Pirates only: Pay 1 of the prison but may employNon-pirates: the specialist for free it when selling in demand and gaining a Glory 3 Gold per to find Cargo, Do 1 “port” Rumor and Cargo Card (pay no gold).Non-pirates: Sell or Buy 3 Gold per Do 1 “port” Point when selling 3+). Non-pirates:When Buying Goods, for 5 Gold. Bountyfor 5 Gold. Rumors, activity Recruiting for full Move or Goods Bounty activity forgiven Weapons,redraw Contraband CardsMove (4meant cards or to be for sold free. in Free with Repairs. Summon (6 cards). forgiven (4 cards Free with or “Crew”. Summon Raid win. Town Raid(1 nation). win. the port in the Location’s Sea-Zone to buy). (as well as matching (1 nation). to buy). Pir matchingn Tr Navy.n Reef cards showing the goodate in H demand).ave 3 Gold4 per Natives Do 1 4“port” • Visit (anyone):ade St atio 5 Non-pirates: Risk “Hull” no raId Pirates Navy. only: U k for 5 Gold. Risk “Hull” Pirates only: Pay 1 M V i eef Non-pirates: S ’s no BountIes t ’a ios no BounteIesasNure A is reasuisrseionaryctotor yfind3 R Cargo, N Town t. RumorMa5r y and Bounty Prison Min4 X activityTr aDova justl Gfo 1 portrtmbe ractivity.gr Draw 4 cards for sale if Move or to find Cargo, Mi y Rumor3 and 5 CargoT Card G Sell or• BuyRaid: a rt To lo a Free with ssionar Town SPa riso na gnore4 Its Hval fno forgiven rr ab h (4 cards Fo ge 6 Summon To nta An alo IRumors, H oletow Recruiting e del Di “Buying”rt Geor (orl 3 cards if you bought at this Town Rumors, S a Recruitinggnore Its H h for full rr ab l Goods Fo e 6 is l anta Ann I H oletown is e del Di l Weapons, Defense: 5 cardsrt G eorg for free. (1 nation). to buy). e Raid win. matching Weapons, for free. n Repairs. e (6 cards). 3 n last turn). Shareso the local port’s good in demand, oro “Crew”. Bounties: 1+1 (one for attacking, one if a Navy. or “Crew”. a p and follows all the nother buy/sell rules as listed on p n Pi M n y Na t Pi n Tr n successful).ra Bountiesv imatchession thea4r local 3port. ToSwn 5 Prison 4 val for ra ve 4 N S 4 Reef a io te Ha the TradeTo Station—seelo it for details. 6 Reef te Ha atives W yde Snota rt aId 5 Po nSan nna Ignore HIts Ho wn rre iab For rge W y no raId P n alker’s Ca rt Freema tna oA BountIes leto del D t Geo alk s Ca ort ema no BountIes Sa iis no BountIes W ud er’ Fre a no’ f est Go Risk “Hull”Natives Pirates only: • Raid: eas ur to find Cargo, 2Rumor and Tr e G Risk “Hull” Pirates only: Pay 1 h Defense: 5 cardsNon-pirates: a Risk “Hull” Pirates only: Payto find 1 Cargo,Rumors, • Visit (anyone): Non-pirates:Rumor and RecruitingCaptain-General Cargo Card is Sell or BuyPunchboardll 2 to find Cargo, Rumor and Cargo Card Weapons, Sell or Buy for free. Bounties: 1+1 (one for attacking,e one if Rumors, Pay 1 Cargo Card for fullRecruiting Ship RepairsDon (doesn’t Juan Esteban defor fullUbilla n Goods o Rumors, Recruiting forWeapons, full or “Crew”. Goodsfor free. Repairs. a successful). Bounties(6 cards). match the local port. include “Crew”). P p n Weapons, for free. orRepairs. “Crew”. ir (6 cards).en 4 Attack: 1 Spanish Bounty. S or “Crew”. RPayee f1 atNon-pirates:e Hav Risk “Hull” Pirates only: Pay 1 Non-pirates: Pay 1 Non-pirates: W y no raId P P n T P alker’s Ca • Raid: Tira oernt Freem4a Defeat:ton ofind Bount 1Cargo, IBountyes N forNotes every onfull Towns: 10 Gold4 +Rumor 1 Glory. and ra ion Cargo Card Sell or Buy i n Reef Cargono rCardaId r te Hav n Sell or Buy atives de Stat 5 Cargo Card Sell or Buy ra ve 4 VN sf 4 ad tio 5 U sk Reef no raId te Ha icat tivReee for full Defense: 4 cardsSte. S t ray ’s n o Goods Bount IWines Rumors, Crew Combatt ’a toM claimXio then oship Bount andIes Recruitingits gold. Am ris for full Goods for full V f Goods Ut or y sk Ma Whilein you may perform a port-activity inb ear g Town, you may not perform activities ictor y Ree St. Mar y ’s no BountIes ’a Min Xio noRepairs. BountIes Bounties: NoneAmbergris (6 cards). Weapons, 3 for free. Repairs. (6 cards). Repairs. (6 cards). 3 specific to a certain port—even if the Town is in the same Sea-Zone. or “Crew”. T • YouP cannot use a Town to complete a rumor that requires you to be in a specific port.T T r n ir en 4 N 4 ra ion r n N s 4 ad tio Ree5f no aId ate Hav atives de Stat 5 N 4 ad tio 5 ative e Sta r • You cannot recruit a Specialist supposed to Ube recruited ink a specific port. atives e Sta V i eef S ’s no BountIes t ’a ios no BountIes A is Saa no’ fiis no BountIes West Goud ctor y R t. Mar y Min X mbergr Saa no’ fiis no BountIes West Goud Pay 1Reef Non-pirates: • You cannot2 claim a port’s mission. 2 Cargo Card Sell or Buy • You cannot sell Contraband. Risk “Hull” • Visit (anyone): Pirates only: Risk “Hull” Pirates only: for full Goods Captain-Generaleasure Captain-General to find Cargo, Rolle aScoutingsur. For each successRumor andyou may either: • You cannot buy Ship Mods.Tr G to find Cargo, Rumor and Repairs.Tr e G (6 cards). Don 3Juanh Esteban de Ubillaa Don Juan Esteban de UbillaRumors, h - Draw 1 Cargo Card.a Recruiting • You cannot use ais Town as your home-port for “Stashing”.ll Rumors, Recruiting Weapons,is l for free. n e Weapons, for free. T l • Remember, you cannotAttack: use the1 Spanish powers Bounty. of a Sea-Zoneo in a Town (or any Location), Attack: 1 Spanish Bounty.N or “Crew”.n 4- Pick 1 Special Weaponra ofe yourio nchoice. a or “Crew”. ativaes de Stoat Risk5 “Hull” p Pirates only: n - Draw P1 Rumor Card. such as Defeat:paying 1 Gold 1 Bounty to redrawfor every your full Cargo 10 Gold Cards + 1 (like Glory. in Santo Domingo). easure Defeat: 1 Bounty for every full 10 GoldSa +a n1o pGlory.’ fiis no BountIes ir Wenest Gou4nd to find Cargo, S Rumor and r G Pir n Reef ate Hav • You may do one of the following: T a at ve 4 W y Sno raId - Get 1 “Crew”.P n Win Crew Combat to claim the ship and its gold. h Reef e Ha Win Crew Combat to claim thealke rship’s Ca and its gold. ort Freema no BountIes Rumors, 2Recruiting s l W y no raId P n i l alker’s Ca ort Freema no BountIes You receive 1 hit to “Hull” for each thing Weapons, you a) Sell Goods, b) Buy forGoods, free. c) Visit Shipyard, d) Recruit, e) Acquiren a Rumor, e Captain-General a o picked up, minus 1 per Seamanship success. or “Crew”. f ) Buy Favors (module 10), g) Increase Loyalty (module 11). p n Pi nDon Juan Esteban de Ubilla Reef rate Have 4 S • Raid: Not possible. W y no aId P n alker’s Ca r ort Freema no BountIesAttack: 1 Spanish Bounty. Defeat: 1 Bounty for every full 10 Gold + 1 Glory. 9 Pay 1 Non-pirates: Win Crew Combat to claim the ship and its gold. Pay 1 Non-pirates: Cargo Card Sell or Buy Punchboard 2 Cargo Card Sell or Buy for full Goods for full Goods Repairs. (6 cards). 3 Repairs. (6 cards). 3 T Pay 1 Non-pirates: ra n Tr n Natives 4 de Statio 5 Cargo Card Sell or Buy N 4 a io atives de Stat 5 S is o ountIes W d for full Goods aa no’ fi n B est Gou Saa no’ fiis no BountIes West Goud 2 Repairs. 2 (6 cards). 3 Tr nCaptain-General Captain-GeneralNatives 4 ade Statio 5 Don Juan Esteban de Ubilla Don Juan Esteban de UbillaSaa no’ fiis no BountIes West Goud Attack: 1 Spanish Bounty. Attack: 1 Spanish Bounty. 2 Defeat: 1 Bounty for every full 10 Gold + 1 Glory. Defeat: 1 Bounty for every full 10 Gold + 1 Glory. Captain-General Punchboard 2 Punchboard 2 Win Crew Combat to claim the ship and its gold. Don Juan Esteban de Ubilla Win Crew Combat to claim the ship and its gold. Attack: 1 Spanish Bounty. Defeat: 1 Bounty for every full 10 Gold + 1 Glory. Win Crew Combat to claim the ship and its gold. Punchboard 2

Punchboard 2 Punchboard 2

Punchboard 2 le 10 Favors modu Added play time: None Added complexity: Moderate

Favors represent a sum of your bribes, investments, gifts, As you get Favors, move the cube up to mark your current port’s nation (if any) plus 1 additional Favor if you are and business dealings with citizens—high and low. total. You may never have more than 5 Favors. entering an enemy nation’s port during War. (As usual, They can help you pull a few strings after entering you are free to take a “port” action.)

whenCrew Loyaltyneeded and provide you valuable Spending Favors fter earning a lory oint. Notes: 5 information.ay gold to rise one ep as a “port” a iity. Spend a Favor by moving the cube down the scale to: • You can only spend 1 Favor per situation, e.g. you can’t 4 FIERCE LOYALTY! force a Naval ship to re-roll the same Scouting roll Roll a eadership success (may 1) Redraw all cards of any one type drawn Glory Setupattempt once per turn) for +1 aion 3 and lower Loyalty to “Happy”. multiple times using multiple Favors. Note, however, Happy simultaneously—except for Events. (E.g, when drawing: Each+1 eadership player in Crew Combat places and a Favor Board next to that a Merchant Raid could consist of several different 2 Location Raids. a Rumor Card, a Glory Card, a Mission Card to place, theirPleased Player Board, and then puts a cube Recruit for free in any port. draws and a Favor could be used on each. Once per turn may hire a all Cargo Cards when buying, all cards in the initial 1 in their“Speciali ” in anycolor port for free. on the “No Favors” space. draw of a Raid, or when adding/replacing a card in a • Wars or Bounties do not hinder your ability to use or No Content Favors No e‘es. Merchant Raid, etc.) You may not use a Favor when get Favors. Crow’s Nest Carved Hull Smuggler’s Hold GainingThe Plank Favors “couting” +1/-1 nemy -1 on “lee” ontraband +1 (hidden) Restless oid oyalty loss drawing Event Cards or if an Event has you draw cards. Gaining Mu pay to recruit. • You can only spend Favors on yourself. Favors YouCan’t canuse Speciali get abilities orFavors in three ways: hire new ones. • Pay 2 Gold per Favor as your Unhappy 2) Re-roll one of your non-combat skill rolls. You can use Heated Shot la “port” aivity. ‚nƒi„s 1 hit eery round • Claim a Mission 1) GloryAs Cards a require port a eadership activity performed at the • If your Captain dies, all Favors are lost. (You may keep • Complete a Mission. success to play. this on Scouting (for players, Merchants or NPCs in Spending Angryend of a “Port” action, buy Favors for them, however, if you play the “Survivor” Glory Card.) Contraband Favors -1 eadership in Crew Combat and an attempt to start a battle, or rolling to see if a Rumor Location Raids (minimum 1). Double Shot • Redraw all cards of one type drawn together (not Events). 2 Gold each (up to 5 max). p to 2 €ulls do 2 hits • Re-roll any non-combat/raid ! is true), but not on any Naval Combat or Raid rolls. • Alexandre Villon only needs to roll Influence to take a skill roll (couting allowed). Mu roll a eadership success to • Force an NPC to re-roll a return to “Angry” or DIE! couting roll again you. 2) After taking a Mission get 1 Favor. “port” action if he used his Captain’s ability to enter an • Enter a port illegally (1 per hen an PC ent is dran (use lan?). 3) Make an NPC re-roll a Scouting roll made to find you. Bounty plus 1 for War). Caltrops rior to tashing old. illegal port. If his Influence roll fails (he may use a Favor fter “oard”: nemy -1 nding a turn in the same port you arted in. 3) After completing a Mission get 4) Enter a port illegally (ignoring Bounties and/or War to re-roll), he may still take a “port” action if he can pay 1 Favor. effects). Pay 1 Favor per Bounty you have from that the Favors that would have allowed him to enter.

le 11 Loyalty Track modu Added play time: 0-5 minutes per player Added complexity: Moderate

This module adds a new level of Crew management making the game harder. Not recommended for the casual player or players new to the game.

Pleased: The Captain may recruit in any port and for Crew Loyalty Setup Losing Loyalty fter earning a lory oint. free (overruling Sea-Zones such as Petite Goave). This 5 ay gold to rise one ep as a “port” a iity. Each player takes a Loyalty Captains go down one step on the Loyalty Track: also includes Specialists on Glory Cards which no longer Board and places it on the left 4 FIERCE LOYALTY! 1) Any time an Event Card with an NPC Captain is cost gold to employ and aren’t tied to any specific port. Roll a eadership success (may Glory attempt once per turn) for +1 aion side of their Player Board and 3 and lower Loyalty to “Happy”. drawn (a trigger representing time, fear and other You can only gain one free Specialist per turn using this Happy then places a cube in their color +1 eadership in Crew Combat and opportunities). Loyalty ability. 2 Location Raids. on the space that says “Content”. Pleased Recruit for free in any port. 2) When declaring an intent to “Stash”. Content: No effect. Once per turn may hire a 1 “Speciali ” in any port for free. Gameplay 3) When starting and ending a turn in the same port. Restless: The Captain cannot recruit for free and cannot No Content Favors No e‘es. Throughout the game your employ new Specialists (on Glory Cards, Rumors or Crow’s Nest Carved Hull Smuggler’s Hold The Plank Crew’s Loyalty to you as their otherwise). The penalty of not being able to recruit for “couting” +1/-1 nemy -1 on “lee” ontraband +1 (hidden) Restless oid oyalty loss Gaining Loyalty Gaining Mu pay to recruit. Captain will increase and free overrules any other mechanic allowing free recruiting. Favors Can’t use Speciali abilities or hire new ones. Loyalty is increased by one step: • Pay 2 Gold per Favor as your Unhappy decrease. The different steps on Additionally, the powers of employed Specialists don’t Heated Shot la “port” aivity. ‚nƒi„s 1 hit eery round • Claim a Mission Glory Cards require a eadership 1) When getting a Glory Point. • Complete a Mission. success to play. the Loyalty Track will grant have any effect. Spending Angry bonuses or inflict harsh penalties. Contraband Favors -1 eadership in Crew Combat and 2) When, as a port-activity, you pay an amount of gold Location Raids (minimum 1). Unhappy: Whenever the Captain wants to play a Glory Double Shot • Redraw all cards of one type drawn together (not Events). p to 2 €ulls do 2 hits shown on the next highest step of the Loyalty Track • Re-roll any non-combat/raid MUTINY! The benefits or penalties are Card, he must roll Leadership. If failed, he cannot play the skill roll (couting allowed). Mu roll a eadership success to • Force an NPC to re-roll a return to “Angry” or DIE! cumulative. What that means is (e.g. 3 Gold to go from “Content” to “Pleased”). couting roll again you. card this turn. • Enter a port illegally (1 per hen an PC ent is dran (use lan?). Bounty plus 1 for War). Only one step per “Port” action. Caltrops rior to tashing old. that a Captain with a “Happy” fter “oard”: nemy -1 nding a turn in the same port you arted in. Angry: The Captain has -1 Leadership (minimum 1) for crew also enjoys the benefits combat purposes (Crew Combat and Location Raids). described on the “Pleased” step. Fierce Loyalty: On his turn, a player may roll Leadership. Likewise with an “Angry” crew, If successful, move one step down the Loyalty track and Mutiny: If the Mutiny step is reached, a Leadership roll a Captain would also suffer take an extra action (one attempt per turn). must immediately be made. If successful, you move up the penalties of “Restless” and Happy: The Captain has +1 Leadership for combat to “Angry”, and if you fail, the Captain is killed and the “Unhappy”. purposes (Crew Combat and Location Raids). regular rules for Captains dying are applied. This roll is not considered Crew Combat. 10 t 1 2 arian Flexible Turns riant Captains, Captains, V Va Captains! Added play time: None Added complexity: None Added play time: 0-5 minutes Added complexity: None Effect: Increases the chance of Player vs. Player combat, and reduces the sense of Effect: Adds a larger choice of starting Captain. downtime. Introduction Introduction The Flexible Turns variant is meant to introduce uncertainty as to who goes when, as Some like playing with the hand they are dealt, while others like more control over well as how far they can reach. A player may, for instance, go last one turn and first the what Captain they would like to play as. Here are two solutions for those who wish next, effectively meaning he takes two turns in a row. This is by design. Use this variant something to choose for: to increase the chance of player vs. player combat. Yarr, get on with it! Setup Each player gets to draw 2 Captain Cards and picks the Captain they want. Place 1 cube in each player color into the black cloth bag. It’ll cost ya! Game play Here players must pay gold for the luxury of choosing Captains. Each player is handed After drawing an Event Card, any player draws a cube from the bag. The color drawn is 1 Captain as per normal rules. In turn order, each player may choose to pay 2 Gold to the color of the player who may now take his actions. When done, a new cube is drawn draw a new Captain, and then 2 more Gold to draw a 3rd Captain if he feels the need. and that player now takes his action. Once all players have had their turn, the cubes are The player then chooses among these Captains. placed back into the bag and a new round begins.

iant 3 Give Me Glory or iant 4 Var Give Me Death Var It’s a Hard Life

Added play time: 20 minutes Added complexity: None Added play time: None Added complexity: None Effect: Puts a larger emphasis on scoring Glory Points rather than stashing gold. Effect: Places NPCs in the water at the start of play to increase activity on the board and the difficulty. The cost of Glory Points from your stash goes up for each point by 5 Gold. The first Just before the game is about to begin, go through the Event Deck. Put into play the Glory Point costs you 10 Gold as normal. The second however costs you 15 Gold, first two Naval Ships (from different nations) and the first NPC Pirate ship you draw the third 20 Gold, etc. So if you have stashed 50 Gold, this would normally be worth (does not affect Loyalty—the game hasn’t begun yet). Redraw any NPC which shares 5 Glory Points; but with this variant, it would only buy you 3 Glory Points (10+15+20). a home-port with a player Captain: simply continue through the deck and draw a new 1st Glory Point costs 10 Gold one. Once ready, begin the game as normal. This means that an NPC Pirate could move nd into a player’s Sea-Zone the very first turn, in which all there is to say is “it’s a hard life”. 2 Glory Point costs 15 Gold 3rd Glory Point costs 20 Gold 4th Glory Point costs 25 Gold 5th Glory Point costs 30 Gold This means it would require a total of 100 Gold stashed in order to score all the allowed 5 Glory Points from stash.

riant 5 Action Penalty: Any player who makes an off-turn Scouting attempt has two actions Va Cutthroat Variant less on his next turn. Circumstantial rules: Designers Note: This variant is designed for groups seeking more frequent player vs. player battles. It should not be regarded as a “fix” but more of an attempt to accommodate • A Captain cannot make an off-turn Scouting attempt if his card is flipped (i.e. if he the expectations and wishes of some groups—an attempt to make sure everyone gets the already has made an off-turn “Scouting” attempt). pirate game they deserve. • Off-turn Scouting occurs prior to any NPCs present in the same Sea-Zone. Off-turn scouting • If the active player moves into a Sea-Zone with multiple player Captains, each of them declares in turn order if they wish to make an off-turn Scouting attempt. Those A player may “Scout” for the active player immediately after the active player moves into who do, roll their Scouting skill, but only the Captain with the most successes finds his Sea-Zone (including moving from port out to sea.) Upon making an off-turn Scouting the active player. Resolve ties by counting ‘pips’—if still tied, the players re-roll. All attempt, the player flips his Captain card as a reminder, and then flips it back upon his Captains who attempt the off-turn Scouting receive the two action penalty. next turn. If the Scouting roll is successful, the active player is found and a battle occurs. If the active player survives the encounter he may continue his turn. 11 Transform a meager settlement into a mighty empire whose culture will be your greatest achievement! To accomplish this, you will have to invent new technologies, build grand cities, and spread the influence of your culture accross your enemies’ borders. You will need to explore the lands and seas with your settlers and ships, and conquer foreign cities and barbarian settlements. With 12 Advancement categories, including various government types, a modular game board, superb city-pieces, and more, Clash of Cultures offers a myriad of experiences to accomplish your ultimate goal: be the one ruling culture, the one that will be remembered and admired for thousands of years. Will you be the leader of this great culture?

Expand your civilization’s influence with this incredible expansion for Clash of Cultures! Discover 14 historical civilizations, each with 4 unique advances and 3 unique leaders. Increase your cities with 3 new buildings: the apothecary, the market and the obelisk. Strengthen your armies with elephants and cavalry units. Keep your eyes on the seas festering with pirates. The strength and fate of your civilization rests entirely on your shoulders!