Chapter 12

Random Quests

Ordered Ledger

Type: Unordered Reward: 2 influence + Once per turn when you play a Trade special action dice, gain Gold.

  • ☐ Trade Trade Fighting Treasure
  • ☐ Pay 2Gold + 1Rum
  • ☐ End a turn with 3+ gold in your hold

Build: Medium Unordered (2 bp) - 2 influence (1 bp) + action (1 bp) = 2 bp ✓


Secured Supply Line

Type: Ordered Reward: 4 influence

  • ☐ Treasure Trade Festivities Sabotage
  • ☐ Use a Treasure dice action
  • ☐ Buy a card from the court-market

Build: Medium (2 bp) - 4 influence (2 bp) = 2 bp ✓


The Fortified Hold

Type: Ordered Reward: 6 influence + As long as player has a least one Trade dice in hold, player is immune to Trade dice actions.

  • ☐ Trade Treasure Festivities Fighting Sabotage
  • ☐ End a turn with 4+ total resources (Gold + Rum) in your hold
  • ☐ Use your always-active conversion and trigger a favour in the same turn
  • ☐ Buy a card with a cost of 3 or more dice

Build: Hard (4 bp) - 6 influence (3 bp) + action (1 bp) = 4 bp ✓


Quartermaster's Reserve

Type: Ordered Reward: 4 influence + Cost: 1 gold - Remove one market card and replace it with a new card.

  • ☐ Treasure Treasure Trade Festivities Piracy
  • ☐ Pay 3Gold
  • ☐ Buy 2 cards in a single turn
  • ☐ End a turn with 2+ dice carried over and 4+ total resources in your hold

Build: Hard (4 bp) - 4 influence (2 bp) + action (1 bp) + reward pressure (1 bp) = 4 bp ✓


Iron Provision Protocol

Type: Unordered Reward: 6 influence

  • ☐ Trade Treasure Treasure Fighting Festivities
  • ☐ End a turn with 5+ total resources (Gold + Rum) in your hold
  • ☐ Buy a 3+ dice card
  • ☐ Win a trick

Build: Hard Unordered (4 bp) - 8 influence baseline minus 2 = 6 influence ✓