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 |