Chapter 1

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:

  1. Flip the water coin — determines whether the highest or lowest trick card wins this round.
  2. Play a trick (cards 1–10) — sets player order for the round.
  3. Select a crate — collect colored and black dice.
  4. Buy segment — spend dice and resources (gold/rum) to activate abilities, buy cards, and advance quests.
  5. Gain influence — a finished quest card adds to your score.
  6. 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.