Game Introduction
The harbor reeks of gunpowder and opportunity. Rival captains crowd the docks, each eyeing the same prize — a seat at the head of the Pirate's Council. Only one will claim the throne.
You are a pirate captain competing for control of the Pirate's Council. Play tricks to claim dice, spend dice to buy cards, and build your influence to 20 to win.
2–4 players | 30–45 minutes | Medium complexity
How the Game Works
Each round follows these steps:
- Flip the water coin — determines whether the highest or lowest trick card wins this round.
- Play a trick (cards 1–10) — sets player order for the round.
- Select a crate — collect colored and black dice.
- Buy segment — spend dice and resources (gold/rum) to activate abilities, buy cards, and advance quests.
- Gain influence — a finished quest card adds to your score.
- Repeat until a player reaches 20 influence.
Key Concepts
- Colored dice (red, green, blue, brown) can pay card costs or activate powerful dice actions (steal, gain resources, sabotage quests). Black dice can only pay card costs — they cannot trigger dice actions.
- Resources: Gold and Rum are spent on cards and actions but can be stolen by opponents through Piracy and Fighting actions.
- Card types: Loot cards grant immediate resources. Action cards grant persistent abilities. Quest cards are completed over multiple turns for influence points and/or action abilities.
- Pirate characters: Each captain has a unique persistent ability, 4 one time use abilities and a personal quest deck.
Setting Expectations
Tone: Competitive — opponents can steal your gold and rum and sabotage your quests.