pirates court

Table of Contents

  1. Game Introduction
  2. Game Goal and How to Win
  3. Components
  4. Setup
  5. Game Structure
  6. Game Round Overview
  7. Round Phases
  8. Winning the Game, Final Scoring of Influence
  9. Dice System
  10. Resources
  11. Quests
  12. Court Market for Loot and Favour Cards
  13. Appendix A: Strategy Guides
  14. Designer's Notes

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:

  1. Flip the water coin — determines whether the highest or lowest trick card wins this round.
  2. Play a trick (cards 1–10) — sets player order for the round.
  3. Select a crate — collect colored and black dice.
  4. Buy segment — spend dice and resources (gold/rum) to activate abilities, buy cards, and advance quests.
  5. Gain influence — a finished quest card adds to your score.
  6. Repeat until a player reaches 20 influence.

Key Concepts

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

  1. Count each tied player's gold + rum. Highest total wins.
  2. If still tied, each tied player rolls 3 dice. The player with the most Piracy (Piracy) faces showing wins.
  3. 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 gold and 1 Rum 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:

  1. Fill crates
  2. Determine tide (water coin)
  3. Play a trick
  4. Choose crates
  5. Buy segment (each player in order)
  6. 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:

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.

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):

  1. Highest gold + rum total.
  2. Each tied player rolls 3 dice — most Piracy Piracy faces showing wins. ("Piracy results" means any Piracy face rolled.)
  3. All tied players share the victory.

Dice System

The game uses two types of dice:

Both types share the same 6 faces.

Dice Faces and Actions

Face Image Pay Card Cost Dice Action (colored only)
Sabotage Sabotage Sabotage Plain Satisfies one Sabotage icon Place one sabotage marker on an opponent's quest card
Treasure Treasure Treasure Plain Satisfies one Treasure icon Gain 2 gold
Festivities Festivities Festivities Plain Satisfies one Festivities icon Gain 2 rum
Fighting Fighting Fighting Plain Satisfies one Fighting icon Steal 1 rum from another player
Trade Trade Trade Plain 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 Piracy Piracy Plain 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 Sabotage
Treasure Treasure
Festivities Festivities
Fighting Fighting
Trade Trade
Piracy 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:

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:

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.

Card Buy Requirements

Each market card shows its buy requirement — the combination of dice faces and resources needed to purchase it:

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:

  1. Flip the water coin (High Water = highest card wins the trick; Low Water = lowest wins).
  2. Roll 3 dice into each crate (one crate per player).
  3. Play a trick card face-down, reveal simultaneously — the winner picks their crate first.
  4. Each player takes a crate and adds the dice to their personal supply (your hold).

Action half — everyone spends dice:

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.

When to Win the Trick (Play Your Extreme Card)

Win the trick when the crate advantage outweighs buying last.

  1. 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.
  2. 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.
  3. 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.
  4. 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.

  1. All Crates Are Weak: No crate has meaningful colored dice for your strategy.

    • Why: First pick provides no real advantage; save your extreme cards.
  2. 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.
  3. 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:

Crate Evaluation:

Quick Decision Framework

Before playing your trick card, ask:

  1. 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
  2. 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
  3. 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

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:

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:

When to take a crate that doesn't match your quests:

What Can Be Stolen — and Why It Matters

Two types of resources are vulnerable to opponent actions:

Practical implications:

Balancing Loot, Favour, and Quest Progress

Every buy segment forces a choice between three competing goals:

  1. Complete quest tasks → directly advances your influence counter toward 20.
  2. Buy loot cards → immediate gold/rum injection, fueling future tasks and favors.
  3. 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:

When to prioritize favor cards:

When to skip the market entirely:

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:

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:

Lose the trick intentionally when:

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.