Round Structure
| Step | Phase | What Happens |
|---|---|---|
| 1. Determine tide | Resource | Flip the water coin — High Water: highest card wins. Low Water: lowest card wins. Blank: default to High Water. |
| 2. Fill crates | Resource | Draw 3 dice per crate (one crate per player), roll and place them. |
| 3. Play trick | Resource | All players secretly choose a trick card (1–10) and reveal simultaneously. Ties replay with a new card. When down to 1 card, pick up all used cards. |
| 4. Choose crates | Resource | Trick winner picks first, then in order to last player. |
| 5. Buy segment | Action | Last crate picker acts first; trick winner acts last. Each player resolves favours passives then actives → dice actions → buy cards → quests. |
| 6. Remove sabotage | Action | Each player removes one sabotage marker at end of their turn. Pay 2 gold to remove one additional marker. |
| 7. Check influence | Action | Recalculate influence: sum of influence on all your cards. First to 20 ends the game after equal turns. |
Buy Segment
Resolve in this order each turn:
- Passive abilities — trigger all passive favours on your cards (free, automatic).
- Active abilities — pay the cost to activate card favours.
- Dice actions — spend colored dice for their action (see table below).
- Buy cards — match icons on a market card to purchase it.
- Resolve quest tasks — match task requirements to mark it complete.
You may stop early to conserve resources. Unused dice, gold, and rum carry over.
Cards in quest or market
When a card is bought in market, immediately reveal a replacement from the same deck. When a Quest is completed put it in your hold and draw a new quest from your quest deck.
Dice Faces & Actions
Dice come in colored (red, green, blue, brown) and black. All dice can pay card costs. Only colored dice can trigger dice actions.
| Face | Image | Dice Action (colored only) |
|---|---|---|
| Sabotage |
|
Place 1 sabotage marker on an active quest card |
| Treasure |
|
Gain 2 gold |
| Festivities |
|
Gain 2 rum |
| Fighting |
|
Steal 1 rum from another player |
| Trade | Give 1 gold to another player and receive 2 rum, or give 1 rum and receive 2 gold | |
| Piracy |
|
Steal 1 gold from another player |
Dice replacement table
If you don't have the depicted pirate dice you can instead use normal dice using this table
| Pirate dice | Standard Dice | Image |
|---|---|---|
| Sabotage |
|
|
| Treasure |
|
|
| Festivities |
|
|
| Fighting |
|
|
| Trade |
|
|
| Piracy |
|
|
Key Reminders
- Pirate ability: Your character's persistent abilities are always active.
- Black dice: Can only pay card costs — never trigger dice actions.