Pirate Court

Quick Reference Sheet

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:

  1. Passive abilities — trigger all passive favours on your cards (free, automatic).
  2. Active abilities — pay the cost to activate card favours.
  3. Dice actions — spend colored dice for their action (see table below).
  4. Buy cards — match icons on a market card to purchase it.
  5. 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 Sabotage Place 1 sabotage marker on an active quest card
Treasure Treasure Gain 2 gold
Festivities Festivities Gain 2 rum
Fighting Fighting Steal 1 rum from another player
Trade Trade Give 1 gold to another player and receive 2 rum, or give 1 rum and receive 2 gold
Piracy 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 Sabotage Plain Sabotage
Treasure Treasure Plain Treasure
Festivities Festivities Plain Festivities
Fighting Fighting Plain Fighting
Trade Trade Plain Trade
Piracy Piracy Plain Piracy

Key Reminders

  • Pirate ability: Your character's persistent abilities are always active.
  • Black dice: Can only pay card costs — never trigger dice actions.