Chapter 6

Game Round Overview

Each round is divided into two phases: a Resource Phase and an Action Phase. The Resource Phase sets up the round. The Action Phase is where players spend what they collected.

Step Phase What Happens
1. Determine Tide Resource Flip the water coin — High Water: highest card wins. Low Water: lowest card wins. Blank: same as last round (default High Water).
2. Fill Crates Resource Draw 3 dice per crate (one crate per player) from the bag, roll them, and place them in the crate.
3. Play Trick Resource All players secretly choose a trick card (1–10) and reveal simultaneously. Ties replay. When down to 1 card, pick up all used cards.
4. Choose Crates Resource Trick winner picks first, then in order to last player. Keep dice per the Escalation table. Gain gold/rum per the Catch-Up table.
5. Buy Segment Action Last crate picker acts first; trick winner acts last. Each player resolves favours, first passives then actives → dice actions → buy cards → quest tasks.
6. Remove Sabotage Action Each player removes one sabotage marker for free at end of their turn. Pay 2 gold to remove one additional marker.
7. Check influence Action Each player sums their influence to see if they reached 20 points