Round Phases
- 7.1 Phase 1: Fill Crates
- 7.2 Phase 2: Determine Tide
- 7.3 Phase 3: Play a Trick
- 7.4 Phase 4: Choose Crates
- 7.5 Phase 5: Action Segment
- 7.6 Phase 6: Score Influence
Phase 1: Fill Crates
Draw dice from the bag equal to 3 × (number of players). Roll them and divide them into crates, 3 dice per crate.
Phase 2: Determine Tide
Flip the water coin:
- High Water: Highest card wins the trick.
- Low Water: Lowest card wins the trick.
Phase 3: Play a Trick
All players simultaneously choose one trick card from their hand, hold it face-down, then reveal at the same time. The trick determines crate-pick order and buy order.
- High Water: Highest card wins. Winner picks crate first.
- Low Water: Lowest card wins. Winner picks crate first.
- Ties: Tied players choose and reveal a new card simultaneously until the tie is broken.
- Replenishment: When a player has only 1 trick card remaining in hand, they immediately pick up all their previously played cards (except the card they just played).
Phase 4: Choose Crates
Starting with the trick winner, players choose a crate in order.
Phase 5: Action Segment
Players take their buy segment in reverse crate-pick order — last crate picker goes first, trick winner goes last. A player may continue taking actions as long as they have resources to spend.
Step 1 — Resolve Passive Abilities All passive abilities on your acquired cards trigger automatically. These are mandatory — resolve all passive effects before proceeding.
Step 2 — Activate Active Abilities Pay the cost to activate any active card abilities you want to use. Resolve each ability before moving to the next. A card ability can only be activated if you have the resources to pay for it, and only once per card per turn.
Step 3 — Use Dice Actions Spend colored dice to trigger their action (see Dice System). A colored die used for a dice action cannot also be used to pay a card cost in the same turn.
Step 4 — Buy Cards Match the dice icon pattern on a market card with dice in your hold to buy it. The card is placed in your hold. When a card is bought, immediately reveal a replacement card from the same deck.
Step 5 — Advance Quests Complete tasks on any of your active quest cards, provided you have the required resources or have performed the required action this turn. Tasks are completed one at a time.
Step 6 — Remove Sabotage At the end of your buy segment, remove one sabotage marker from one of your quests for free. You may pay 2 gold to remove one additional marker.
You may stop at any time to conserve resources for a later round. Unused dice, gold, and rum carry over to your hold.
Phase 6: Score Influence
After completing their buy segment, each player sums the influence on all of their cards. This is their current influence total.
Influence = sum of influence on all completed quest cards
Influence is recalculated after each individual player's buy segment — not once at the end of the round. If a player reaches 20 influence, the current round continues until all players have had equal turns, then the game ends.
Quest cards remain in your hold after completion and continue to count toward your influence total for the rest of the game.