Table of Contents
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:
- Flip the water coin — determines whether the highest or lowest trick card wins this round.
- Play a trick (cards 1–10) — sets player order for the round.
- Select a crate — collect colored and black dice.
- Buy segment — spend dice and resources (gold/rum) to activate abilities, buy cards, and advance quests.
- Gain influence — a finished quest card adds to your score.
- 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.
Game Goal and How to Win
The aim of the game is to gather enough influence to be elected leader of the Pirate's Court.
The game continues until one player reaches 20 influence. When that happens, any players who have not yet taken their turn in the current round complete their turns before the game ends.
After all players have had equal turns, the player with the most influence wins.
Tiebreakers
- Count each tied player's gold + rum. Highest total wins.
- If still tied, each tied player rolls 3 dice. The player with the most
(Piracy) faces showing wins. - If still tied, all tied players share the victory.
Components
| Component | Quantity |
|---|---|
| Custom dice (colored: red, green, blue, brown) | 20 |
| Custom dice (black) | 20 |
| Trick cards (1–10) per player | 10 × (number of players) |
| Gold tokens | 30 |
| Rum tokens | 30 |
| Sabotage markers | 10 |
| Water coin | 1 |
| Pirate character cards | 4 |
| Loot card deck | 1 |
| Favour card deck | 1 |
| Quest card deck | 1 |
| Draw bag | 1 |
| Crate trays (one per player) | 2–4 |
Glossary of Key Terms
| Term | Definition |
|---|---|
| Hold | A player's personal supply of dice, gold, and rum currently available to spend. Unused dice, gold, and rum carry over between rounds and remain in the hold. |
| Crate | A set of rolled dice drawn from the bag and placed for players to claim during the round. |
| Trick | The simultaneous card play that determines turn order each round. |
| Colored dice | Red, green, blue, or brown dice. Can pay card costs or trigger dice actions. |
| Black dice | Black dice. Can only pay card costs — they cannot trigger dice actions. |
| Passive ability | A card ability that triggers automatically at the start of every buy segment at no cost. |
| Active ability | A card ability that requires a resource payment to activate. Can only be activated once per card per turn. |
Setup
1. Assign Pirate Characters
Each player chooses or is randomly assigned one pirate character: Captain Blackhook, The Scarlet Dancer, Quartermaster Stone, or The Ghost. Each pirate has unique special abilities and a peronal quest deck. Take all three starting quests and place them at the quest holder places at the bottom of the pirate card. Shuffle the quest deck and place beside the pirate card.
Make sure every player understands their character's abilities before play begins.
2. Deal Trick Cards
Give each player their 10 trick cards (numbered 1–10). These form each player's personal trick hand. Keep your trick cards visible to yourself but do not reveal them to opponents.
3. Distribute Starting Resources
Each player receives 1
gold and 1
rum to place in their hold. These are their starting funds.
4. Set Up the Court Market
Separate the Loot card deck and the Favour card deck. Reveal 4 Loot cards in a row extending from the Loot deck, and 4 Favour cards in a row extending from the Favour deck. These are the cards available for purchase from the start of the game.
5. Prepare the Dice Bag
Place all 40 dice (20 colored, 20 black) into the draw bag.
Game Structure
Pirates Court is played over a series of rounds. Rounds continue until at least one player reaches 20 influence, at which point the current round completes so all players have had equal turns.
Each round proceeds through the following phases in order:
- Fill crates
- Determine tide (water coin)
- Play a trick
- Choose crates
- Buy segment (each player in order)
- Score influence
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 |
Round Phases
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.
Winning the Game, Final Scoring of Influence
The game ends after the round in which any player first reaches 20 influence, once all players have completed equal turns.
The player with the highest influence wins.
Tiebreakers (apply in order):
- Highest gold + rum total.
- Each tied player rolls 3 dice — most
Piracy faces showing wins. ("Piracy results" means any Piracy face rolled.) - All tied players share the victory.
Dice System
The game uses two types of dice:
- Colored dice (red, green, blue, brown): Can pay card costs or trigger dice actions. A single colored die can do one or the other in a given turn, not both.
- Black dice: Can only pay card costs. They cannot trigger dice actions.
Both types share the same 6 faces.
Dice Faces and Actions
| Face | Image | Pay Card Cost | Dice Action (colored only) |
|---|---|---|---|
| Sabotage | Satisfies one Sabotage icon | Place one sabotage marker on an opponent's quest card | |
| Treasure | Satisfies one Treasure icon | Gain 2 gold | |
| Festivities | Satisfies one Festivities icon | Gain 2 rum | |
| Fighting | Satisfies one Fighting icon | Steal 1 rum from another player | |
| Trade | Satisfies one Trade icon | Give another player 1 gold — they must give you 2 rum. Or give them 1 rum — they must give you 2 gold. | |
| Piracy | Satisfies one Piracy icon | Steal 1 gold from another player |
Sabotage Markers
A sabotage marker placed on a quest card prevents that player from advancing the sabotaged quest card. At the end of a player's buy segment, they may remove one sabotage marker from their quests for free. If a player has more than one sabotage marker across their quests, they may pay 2 gold to remove one additional marker at the end of their turn.
Using Standard Dice
If custom pirate dice are unavailable, use standard six-sided dice with this conversion:
| Pirate Face | Standard Die Face |
|---|---|
| Sabotage | |
| Treasure | |
| Festivities | |
| Fighting | |
| Trade | |
| Piracy |
Resources
There are three types of resources in the game. All resources are stored in a player's hold and carry over between rounds.
Dice
Dice are used to pay the buy requirements on market cards, or (if colored) to trigger dice actions. Unused dice carry over in your hold between rounds.
Gold
Gold is used to pay buy requirements on market cards, to remove extra sabotage markers from quest cards (2 gold per extra marker), and to trigger active card abilities. Gold can be stolen by Piracy dice actions.
Rum
Rum is used to pay buy requirements on market cards, to trigger active card abilities, and for dice manipulation (such as the pirate's always-active conversion). Rum can be stolen by Fighting dice actions.
Influence from Resources
Gold and rum do not directly generate influence. They are spent to buy cards, activate card abilities, remove sabotage markers, and use your pirate's conversion ability. Accumulating resources is valuable because it fuels the actions and purchases that earn influence.
Quests
Quest cards are a third card type, separate from the Loot and Action market rows. A player has 3 active quest cards at a time. Whenever one is finished replace it with a new one from the quest deck.
Quest Card Structure
Each quest card has:
- 1–4 tasks that must be completed to finish the quest.
- A quest benefit (usually influence) awarded upon completion.
- No buy cost — a player may take a quest card from the quest deck as an action.
Advancing a Quest
Tasks on a quest card are completed one at a time. A player may check off a incomplete task on one of their quest cards if the required condition is met. If it is an ordered quest tasks must be completed from top to bottom.
Quest Completion
When all tasks on a quest card are completed, the player claims the quest benefit and the quest card remains in their hold, continuing to count toward any influence it provides.
Court Market for Loot and Favour Cards
The market has two separate rows of cards available for purchase each turn:
- Loot cards — placed in a row of 4 extending from the Loot deck.
- Favour cards — placed in a row of 4 extending from the Favour deck.
When any card is bought, immediately reveal a new card from the same deck to replace it. If a deck runs out of cards, that row simply has fewer cards available — do not shuffle or replenish from another deck.
Card Types
Loot Cards
Loot cards provide a one-time benefit of gold and/or rum when purchased. They may also have a persistent influence value.
Favour Cards
Favour cards grant persistent abilities that remain in play as long as the card is in your hold. An Favour card has either a passive ability, an active ability, or both.
- Passive ability: Always active. Triggers automatically at the start of every buy segment. These effects are mandatory — they must be resolved.
- Active ability: Costs resources to trigger. Can only be activated once per card per turn. Resolve the effect before activating another ability.
Card Buy Requirements
Each market card shows its buy requirement — the combination of dice faces and resources needed to purchase it:
- Loot and Favour cards show dice face icons that must be matched by dice in your hold. When you match the icons, pay those dice (remove them from your hold) to buy the card.
- Higher-level or more powerful cards may additionally require gold or rum to purchase.
Appendix A: Strategy Guides
Beginner's Guide to Pirates Court
Welcome aboard! This guide gives you everything you need to sit down and play your first game of Pirates Court without feeling lost.
How You Win
You win by being the first to reach 20 influence. Influence comes from completing quest cards — each quest you finish adds to your score. The game ends at the close of the round in which someone hits 20, so every player gets equal turns.
Nothing else scores. Cards from the market help you complete quests faster, but they don't earn influence on their own. Always keep one eye on your quest tasks.
How a Round Works (The Short Version)
Each round has two halves:
Resource half — everyone gets dice:
- Flip the water coin (High Water = highest card wins the trick; Low Water = lowest wins).
- Roll 3 dice into each crate (one crate per player).
- Play a trick card face-down, reveal simultaneously — the winner picks their crate first.
- Each player takes a crate and adds the dice to their personal supply (your hold).
Action half — everyone spends dice:
- The trick winner acts last; the player who picked last acts first.
- On your turn: trigger passive card effects → activate card favors → spend dice for dice actions → buy market cards → complete quest tasks → remove a sabotage marker.
- Stop whenever you like. Unused dice, gold, and rum carry over to next round.
Easy Pointers for Your First Game
1. Look at your quests before picking a crate. Each active quest shows exactly which dice faces it needs. Pick a crate that matches those icons — a die you can place on a task is guaranteed progress. A die you plan to use for an action is only speculative.
2. Colored dice are worth more than black dice. Colored dice (any non-black die) can either pay card costs or trigger a dice action. Black dice can only pay costs. When comparing crates, count the colored dice first.
3. Spend your gold and rum, don't save it. Other players can steal your gold (Piracy action) and your rum (Fighting action). Spending resources on your turn removes them from theft. Keep just enough for your planned tasks and one sabotage removal buffer (2 gold).
4. The market isn't reserved. Any card in the market can be bought by anyone. If you act last (as the trick winner), opponents may take the card you wanted before you get there. If a market card is critical, consider losing the trick to act earlier.
5. Complete quest tasks before buying from the market. Buying a card feels productive, but only completed quest tasks move your influence toward 20. If you have the dice and resources to complete a task this round, do it before shopping.
6. Keep three active quests running. As soon as you finish a quest, draw a new one. Empty quest slots mean slower influence gain.
Top 5 Things to Think About When Learning
1. Should I win or lose the trick this round? Winning gets you first crate pick but last market access. Ask: is there a crate that really matches my quest needs? If yes, win the trick. If all crates look similar and a market card is at risk of being taken, lose the trick to act earlier.
2. Which crate matches my quest tasks? Read your quest cards. Which dice faces do your upcoming tasks need? Find the crate with those faces. A premium crate (two or more colored dice matching your tasks) is usually worth winning the trick to secure.
3. Am I close to completing a quest? A quest with one task remaining is nearly free influence. Prioritize clearing it this round. An unfinished quest earns nothing.
4. Is anyone close to 20? Watch the influence totals after each player's turn. If someone is at 15 or above, stop building your engine and focus entirely on completing tasks as fast as possible.
5. Are my quests being sabotaged? A sabotage marker on a quest blocks all progress on it. You remove one for free at the end of your turn. If you have 2 gold, you can remove a second. Don't let markers pile up on a high-value quest — clear them quickly.
Good luck, Captain. The Council awaits.
Trick-Taking Strategy (Rules Summary)
High Water vs Low Water
High Water: Highest card wins the trick. Low Water: Lowest card wins the trick.
In both cases, the trick winner picks crate FIRST and buys from the market LAST.
- Advantage of winning: You secure the best available crate before anyone else.
- Downside of winning: You buy from the market after all other players — they may take the cards you wanted.
When to Win the Trick (Play Your Extreme Card)
Win the trick when the crate advantage outweighs buying last.
Premium Crate Available: A crate has 2+ colored dice matching your card costs or action needs.
- Why: Colored dice let you pay costs OR trigger actions; black dice can only pay costs. A great crate is often worth buying last.
All Crates Are Similar: When crates are nearly equal, first pick still locks in the best option.
- Why: Small edges compound — even a minor crate advantage matters over many rounds.
You're Behind and Need Dice: You need specific colored dice for a quest step or loot card pattern.
- Why: Guaranteed first pick removes the risk of losing the die you need.
Market Is Thin: Few cards appeal to anyone — buying last costs you little.
- Why: If the market is weak for everyone, the buy-last penalty disappears.
When to Lose the Trick (Play a Safe Card)
Lose the trick when buying earlier in the market is more valuable than first crate pick.
All Crates Are Weak: No crate has meaningful colored dice for your strategy.
- Why: First pick provides no real advantage; save your extreme cards.
A Key Market Card Is at Risk: An opponent is likely to take a card you need before it reaches you.
- Why: Buying earlier in the order means you get the card — but you take whatever crate remains.
You're Running Low on Extreme Cards: You're near the end of your trick hand.
- Why: Preserve flexibility for future rounds where the stakes are higher.
Colored Dice Priority
Key Rule: Colored dice (red, green, blue, brown) are MORE VALUABLE than black dice:
- Colored dice: Can pay for card costs OR activate dice actions (choose per die, once per turn)
- Black dice: Can ONLY pay for card costs
Crate Evaluation:
- 2+ colored dice of useful types = Premium (worth winning the trick)
- Mixed colored dice = Good (solid baseline)
- Mostly black dice = Weak (low priority for winning)
Quick Decision Framework
Before playing your trick card, ask:
Is there a premium crate? (2+ useful colored dice)
- YES → Win the trick (play high in High Water, play low in Low Water)
- NO → Continue to Q2
Is there a market card you must have before others buy?
- YES → Lose the trick deliberately (buy earlier in order, take remaining crate)
- NO → Continue to Q3
Are you running low on extreme cards?
- YES → Play conservatively; save extremes for a decisive round
- NO → Win or lose based on the marginal crate/market difference
Key Tactical Points
- Colored Dice Allocation: Decide upfront whether each colored die will pay a card cost or trigger a dice action — you cannot use the same die for both.
- Trick Card Economy: Track your remaining extreme cards. Burning through them early leaves you unable to win when it matters.
- Tide Awareness: In High Water you need a high card to win; in Low Water you need a low card. Plan which cards to hold based on recent tides.
- Deliberately Lose When Stakes Are Low: If both crates and the market are mediocre, let someone else take first pick. Save your best cards for rounds where winning actually matters.
Strategy Guide
This guide covers the core strategic decisions in Pirate's Court: how to read your quests, pick the right crate, protect your resources, and balance short-term power with the race to 20 influence.
Read Your Quests First
Before anything else each round, look at your three active quests. Each quest card shows exactly what dice faces, gold, and rum are needed to complete its remaining tasks. This information is always visible to you — use it.
Your quest requirements drive everything:
- What dice faces do your tasks need? That determines which crates are valuable to you.
- How many tasks remain? A quest with one task left is nearly done — prioritize finishing it.
- Are any quests blocked by sabotage markers? A blocked quest earns you nothing until cleared.
Get in the habit of checking quest requirements before crate selection, not after.
Crate Selection: Pick for Your Quests
Crates are not equal. A crate full of Treasure and Festivities dice is worthless if your quests need Piracy and Fighting. Evaluate each crate against your current quest tasks before reaching for the richest-looking one.
What to look for in a crate:
- Match your task icons — dice faces that directly satisfy upcoming quest tasks are highest priority. A die you can place on a task is guaranteed progress; a die you might use for an action is speculative.
- Colored vs. black — colored dice give you flexibility (action or cost payment). Black dice are only cost payment. A crate with more colored dice is more versatile, but not if the faces don't match your needs.
When to take a crate that doesn't match your quests:
- The market has a card you want that round and the crate covers its cost.
- You are blocking an opponent from getting a crate that strongly matches their needs.
- Your hold already has the quest dice you need carried over from last round.
What Can Be Stolen — and Why It Matters
Two types of resources are vulnerable to opponent actions:
- Gold and rum in your hold — Piracy dice actions steal 1 gold; Fighting dice actions steal 1 rum; Trade actions force an exchange you may not want. These trigger during opponents' buy segments, so resources you hold going into their turns are at risk.
- Cards in the market — any opponent can buy the loot or favor card you were planning to take. There is no reservation — first to act, first served. Acting last (as the trick winner) means the best market cards may already be gone.
Practical implications:
- Don't hoard gold and rum beyond what you need for near-term tasks and card purchases. Spending resources on your turn removes them from theft range.
- If you spot a card in the market that is critical to your plan, factor in whether opponents acting before you will take it. Sometimes losing the trick intentionally to act earlier is the right call.
- Keep a small gold/rum buffer for sabotage removal (2 gold) and active card abilities, but don't stockpile beyond that.
Balancing Loot, Favour, and Quest Progress
Every buy segment forces a choice between three competing goals:
- Complete quest tasks → directly advances your influence counter toward 20.
- Buy loot cards → immediate gold/rum injection, fueling future tasks and favors.
- Buy favor cards → persistent abilities that compound over time (passive income, theft protection, dice manipulation).
The general rule: quest completion wins.
Influence only moves when quests are completed. Loot and favor cards are enablers — they don't score on their own. An favor card that gains you 2 gold per round is strong, but only if that gold helps you complete tasks faster than an opponent is completing theirs.
When to prioritize loot:
- You are short on gold or rum and have quest tasks that require them this round.
- A loot card lets you complete a task immediately that you otherwise couldn't.
- You are in early rounds (1–2) and building a resource foundation.
When to prioritize favor cards:
- The card provides a passive ability that directly accelerates quest completion (e.g., gain a resource whenever you use a specific dice favor).
- The card protects you from theft (immunity to Fighting or Piracy actions).
- You have enough resources to complete all your current tasks this round anyway.
When to skip the market entirely:
- Your dice and hold resources are sufficient to complete multiple quest tasks this round. Do the tasks first — every task completed is influence progress. Unused buying power that advances quests is never wasted.
The Race to 20: Tempo Awareness
Influence is recalculated after every player's buy segment. Watch the leader board every turn, not just your own.
Key tempo signals:
- Leader at 15+: Stop optimizing for long-term engine building. Focus entirely on completing tasks. An unfinished hard quest worth 6 influence matters more now than an favor card with a useful passive.
- You are behind: Assess whether you have hard quests (4–6 influence) close to completion. A single hard quest can close a large gap. If not, pivot to completing whatever is nearest to done — partial progress earns nothing.
- Opponents completing quests fast: Consider sabotage. Placing a sabotage marker on an opponent's nearly-complete quest costs only 1 colored Sabotage die and buys you at least one round of delay.
Trick-Taking: When to Win, When to Lose
Winning the trick gives you first crate pick — the most valuable position when a specific crate strongly matches your quest tasks. But you act last in the buy segment, meaning opponents may take the market card you wanted.
Win the trick when:
- A crate has the exact dice faces your tasks need and you can't afford to let someone else take it.
- You have enough dice already in your hold to buy what you want from the market regardless of what others take.
Lose the trick intentionally when:
- All crates are roughly equivalent for your needs.
- There is a specific market card you must have and opponents acting before you would take it.
- You want to act early to complete quest tasks before opponents can sabotage your quests.
The trick winner picks crate first but acts last — this tension is the central strategic trade-off of every round. Neither position is universally better; it depends on what you need that specific round.
Quest Management
Keep 3 active quests at all times. Draw a new quest as soon as you complete one.
Don't neglect your pirate-unique quests. Your character's personal quests are designed around your always-active abilities and one-time powers, making them easier to complete with your specific playstyle. They reward understanding your character's strengths.
Sabotage defense: If you are close to completing a high-influence quest, be aware that opponents may target it. A sabotage marker costs you at minimum one round (free removal at end of turn). If you have 2 gold in reserve, a second marker can be cleared immediately — this makes you a harder target.
Designer's Notes
Pirate's Court started as an experiment in combining trick-taking with a dice-drafting market engine. The tension between winning the trick (first pick of crates) and acting last in the market creates a push-and-pull that never quite resolves in anyone's favor — which is exactly the point. Enjoy the chaos.