Log in Page Discussion History Go to the site toolbox

P-Town Pirates

From BluWiki


This is the wiki for the P-Town (Plano, TX) Pirates group. For discussion/modification of rules, meetings, and genreral discussion on improvments on the very open-ended game Pirates of the Spanish Main from WizKids.

Alternate Game Styles

Gold Rush

I find that alot of times, when playing, the game can be determined as soon as the home islands are decided. Since most ships can carry 3 treasures, an island can be unloaded in one trip, after which, the island is of no strategic used. In Gold Rush, I hope to fix that. --Cschock 13:22, 7 Nov 2005 (EST)

i really like this idea, i was also thinking prehaps there could be set maps. The game can become much trickier if you have like a ring of wildislands in the middle and the home islands on the outside, then ferry lots of gold. Ships could plan on disrupting supply lines instead of grabbing gold. I find in the game that the player that just B-lines for the gold they end up getting back to their home base (provdided the wild island isn't in someone elses zone) and there is little or no chance to disrupt the supply lines. If you think about it is next to impossible to dissrupt the supply lines because by the time you get over to the island the goldrunner is at it' shalfway home, even if you have a captain and can move and shoot you won't be able to destroy him unless it's a one master. Even if you do destroy it it's next to impossible to take the thing home for all the gold, unless you have divers you end up splitting the difference with the other player which hardly makes it seem worth it. --Ottoman 12:30, 8 Nov 2005 (EST)

Setting Up

  • Each player builds a fleet of either 30 or 40 points. 40 points might be better for this game.
  • Each player provides 3 islands and 18 treasure pieces. Alternatively, each player can provide 4 islands and 27 treasure pieces.
  • 9 treasure pieces are placed on each of the wild islands.
  • Otherwise, starting the game is done like normal.

Special Rules

In Gold Rush, the only thing different is how forts are played.

  • To place a fort, a player must have enough gold at his home island to build the fort. Also, he must have a ship docked at the island. The island does not have to be explored before hand, but it also cannot have another fort already built.
  • Once docked, the ship must take a "Build" action to place the fort. This is a full turn action for the ship and may not do any other actions that turn.
  • Once built, the treasure pieces used to build the fort are placed inside the fort and it may take an action on its next turn.
  • Treasure pieces on the island are not immediately placed inside the fort and other ships may dock at the island and attempt to collect the treasure.
  • On a fort's turn, it may take one of two actions: Shoot or Explore.
    • Shooting is just like a normal attack action for a fort.
    • Exploring allows the fort to take one of the treasures from the island that is still out in the open and place it inside the fort. This is like a ship's exploring action, but the fort is limited to taking one treasure piece per turn.
  • Ships with the ability to dock at enemy home islands may attempt to steal treasure from a fort.

Plano Rules

Long term Expansion style gameplay. Tentativly titled...Plano Rules

Setting Up

Players assemble their entire library of cards and pick a Starting Fleet Startings fleets are fleets with no more points than 15 or 20 (half of what a normal game plays with), with no more ships allowed than two. These cards are displayed to whoever wishes to see them.

Why no more than two ships? --Cschock 15:19, 27 Oct 2005 (EDT)

well i guess it really doesnt' matter but the worst case senario would be someone shoots out all 3 5 point ships and then starts to bogart resources/spamms other peoples ships. i think there shouldn't be a limit later in the tech tree but prevents sort of rushing senarios that would prevent people from getting to a 11+ point ship.-- 15:17, 1 Nov 2005 (EST)-- 23:24, 31 Oct 2005 (EST)

Next players roll 1d6 to see who goes first in normal pirate style. In order determined players start placing islands (4 islands per person) until all islands are placed on the board. Islands cannot be father away than 3L and no closer than 2L. Once all Islands are placed, in opposite order home islands are chosen.

After this each player selects 15 gold coins from their piles with values higher than one. gold is then placed on islands in the determined order, to ensure every island has some gold each player takes turns and goes one round placing gold on each island untill there is one gold on each island. After that players may place gold as they see fit on any island not a home island or oppoents home island.

Play starts as normal in this game except with following conditions.

players may build ships, crew, buy event cards, forts ect ect. Each object can be built on your turn, only once a turn, and appears on your homeisland during the next turn. Each objects cost is equal to the points on the card (forts are worth double). a player purchasing a ship for example flips over the amount of points that are needed for such a purchase and places them face up on his home island, to set them apart from the face down gold yet to be spent. All objects start out on your homeisland with the exception of crew which can also start out on forts. To signify what is in the queue, or coming into play in the next round, the object the player is building is placed upside down onthe homeisland. in the case of a ship it is placed sideways and in the case of a fort is is placed on the island it is intended to be built on without flags (normal rules apply a players ship must be docked with that island at the time the flagless fort is placed on it).

Forts do not add any gold to your existing booty on your homeisland, they merely protect key islands in the game. So when a fort is placed on a wild island, any gold on that island does not become part of your gold, rather it is protected from the other players. Other players cannot explore this island (unless they have a ship that allows them to steal gold from "homeislands" and then it is only one).

crew left on wild islands without a players ship docked become "neutral" they can be snatched up by any other player in the normal rules for picking up crew from wild islands.

--up for editing if a player looses a ship or crew from the game (does not apply to forts), he must take half the point value of the objects lost (also the purchase value) and remove it from the game. -- either the player is forced to deal with a terrible senario where he is forced to decide on building ships and advancing up the tech tree or saving that money in his "bank" (if you count gold in the bank during the end play senario). if you do it the other way and just count ships as equity you can essentally steal from the bank by capturing his ships or destroy his equity. i'm not sure which would make for a good sort of rts style starcraft type of play out.

The end conditions for the "plano style" pirate game are as followed. - in the event the last gold is returned to a homeisland or sunk the game ends and equity is counted. - in the event one player eliminates one players fleet and he goes an entire turn without fleet of any kind or a fort of any kind, that player is eliminated.

Battle for the Spanish Main

Taken from Wizkids.

The riches of the Spanish Main supported the Castile throne and made Spain into a world power for over 100 years. But great riches always attract attention, and now the other thrones of Europe—as well as every rogue on the seas—have set sail for the Spanish Main, intending to make it their own.

As a result the Spanish Main has been in an almost constant state of war, with the outposts of the European thrones at battle with each other, and the pirates exploiting the current situation to their own advantage.

This scenario may be played by more than two players. Use the multiplayer rules for setup.


Use all the normal rules for setup except that each player provides at least a 100-point fleet of ships and crew and three islands. Each player should provide one additional island for every 25 points of fleet over 100.

Special Rules

  1. There is no gold in this scenario; the winner is the player with the last ship afloat or the player with the most points (ships and crew) in play at the end of 50 minutes (crew on islands do not count).
  2. Ships docked at home islands can repair two masts per turn, but they may be fired at while there. Ships docked at wild islands can repair one mast per turn. Shipwrights increase repairs at islands by one mast.

Curse of the Cardinal's Coins

Taken from Wizkids.

Cardinal Torres was on special assignment from the high council of the Spanish Inquisition to discover and punish heretics in the New World. After being “abandoned” in the wilderness of South America for over a decade, whatever humanity lived in Torres’ soul washed away, leaving nothing but unbridled cruelty.

The warped cardinal decided to send the high council a “gift” from him and the heretics of the New World, so he minted a set of coins, each embossed with the face of a high council member. The coins were forged using heat created by burning infidel bodies and were cooled in the blood of heretics. They are the rarest—and most damned—coins in the world, but they are worth a king’s ransom.

Up to six players may participate in this scenario.


Use all the normal rules for setup, with the following exceptions regarding placing treasure:

  • Divide treasure coins into stacks of the same gold value (all the 1s in one pile, all the 2s in another pile, etc.).
  • Each player is assigned one type of coin and receives a number of them equal to twice the number of players. For example, if three people are playing, player 1 would receive six coins with the number 1 on them, player 2 would receive six coins with the number 2 on them, and player 3 would receive six coins with the number 3 on them.
  • All of a player’s coins must be placed on his or her ships, in any combination the player wishes. These coins take up no cargo space, so a ship may have any number of coins on her.

Special Rules

  1. The winner of this scenario is the first player to unload one coin of each value onto his or her home island.
  2. You may not unload duplicate versions of the same coin onto your home island.
  3. If a ship sinks, any coins on it are distributed as equally as possible on wild islands by the player whose ship sunk.

Treasure Island

Taken from Wizkids.

At any port in the Spanish Main, you can buy an “authentic” map showing the way to treasure hidden by the mysterious pirate band known as the Scarlet Saber. Of course, these maps will lead you to an isolated spot where you will likely be robbed and murdered, but that does not mean that the treasure of the Scarlet Saber does not exist; it merely means that fools are easily separated from their money. Captain Jack Hawkins is no fool— totally crazy in a romantic sort of way, yes, but no fool. So when he says that he has discovered the location of the Scarlet Sabers’ treasure, people listen. Unfortunately for him, however, Jack tends to talk a bit too often.

Any number of players may participate in this scenario.


Use all the normal rules for setup, with the following exceptions:

  • Wild Islands. Roll a d6 to see who goes first. The first player places one island at the center of the table; each of these islands must touch. If using official WizKids islands, have the cardboard islands touch (note that there is water between the land, this water cannot be traveled through by any ship). All islands much have some point that actually opens to the sea and can be docked at.
  • Home Islands. The first player places his or her home island at least 4L from the edge of any island placed at the center of the table. Other players then place their home islands in the same way, starting with the player to the left of the first player.
  • Treasure. Each player provides six treasure totaling 12 gold. Unique treasure may be used. Place all the treasure face down in a pile and, in the same order home islands were placed, players take turns picking six treasure and placing them face down on one of the center islands.

Special Rules

  • The winner of this scenario is the first player to unload 13 gold onto his or her home island.
  • Each player may explore only one island at a time; that is, you must remove all treasure from a wild island before you may explore another.

The Wreck of the Black Galleon

Taken from Wizkids.

Each year the famous black fleet sails from Panama, through the Caribbean, and then onto Spain to bring the crown the gold pulled from the mountains of South America. Although the route and timing of the fleet are among the mostly tightly held secrets of the Spanish Empire, this year everyone knows where one of the Spanish galleons is—it has struck a reef off of the island of Cuba and is slowly sinking! Every ship in the area races to be of assistance—not to the crew, but to save the gold from sinking to the bottom of the sea.

Any number of players may participate in this scenario.


Use all the normal rules for setup, with the following exceptions:

  • The Black Galleon. To recreate the sinking Black Galleon, assemble any 5-masted ship (a Spanish one is preferred, but not required) so that it has only one side of its hull; when set on the table, it will roughly appear to be listing and sinking into the water; it blocks line of fire.
  • Islands. Roll the die to see who goes first. The first player places his or her home island 4L from the Black Galleon. Other players then place their islands in the same way, starting with the player to the left of the first player.
  • Treasure. Each player provides six treasure totaling 12 gold. Unique treasure may be used. Place all the treasure on (or near, for game play purposes) the Black Galleon, face down.

Special Rules

  • The winner of this scenario is the player who has unloaded the most gold onto his or her home island or ships by the time the ship sinks.
  • To reflect that the ship is sinking, before the first player takes his or her first turn, place a six-sided die next to the ship, with the 6 showing. At the end of each turn during which treasure is removed, lower the number showing on the die by 1. The ship sinks at the beginning of the turn after the 1 shows on the die.
  • You cannot shoot at the Black Galleon.

New Expansion

Barbary Coast

i picked up 4 packs today of the new expansion set; they have some new rules;

the island placement goes from [2L min & 4L max] to [3L min & 6L max]. We're definately playing this on the floor from here on out - islands for three people barely fit on my round table in the kitchen. Big 3D islands + long-ass ships definately requires this.

player can't contribute more than 1 unique treasure to the game with the same name (makes sense)

they got rid of the come about (180 degree) "mechanic" (move action) [GAY!] i think this is supposed to make schooners more useful/valuable

the "bow" is more accurately defined now... kinda, as a "zone", as any point from where the front of the ship touches the table and goes forward to the end of any protruding masts, etc. actual wording:

"the bow of a ship is a zone at the front of the ship. it begins where the front of the ship actually touches the table and extends forward (including any masts, mastheads, etc)"

This is actually pretty significant since about half of my barbary coast ships have a bow pulpit (aka "the pokey") that sticks out nearly as long as the rest of the ship combined; it creates a new (small) strategy of shortening your next move by 0.5S if you choose to lose that mast in a battle.

galley: a ship with this keyword cannot pin or be pinned. if this ship rams, she cannot eliminate a mast from the rammed ship. as a free action, this ship may rotate on her stern (the rear of the ship) in any direction after she completes a move action. IF DERELICT (my balls), THIS SHIP MAY MOVE S.

holy shit! schooners and galleys are going to own this game. galleys, unfortunately, tend to have shitty rear cannons (5 and 6 on the two i have assembled), and the middle canon is hindered by the front sail (rules now stipulate specifically that you can't fire through your own bow or sail.... this will seem more significant when you see the diagonally aligned lanteen rigged sails on the galleys.... these are a very strange breed of ship.

galleys are really going to change this game significantly; assuming you don't sink it, you're going to have a bunch of headless cockroaches paddling about. I have one galley that can't be hit if it's within S range (by either S or L range cannons).... it should prove annoying to you guys.

also, I got a second (2nd) L'Hercule, the 22 point 4 master that has all it's cannons until it's derilict. Under the 5 points for an all single nationality fleet, i could have two of these with a 40 point game, and both have captians once i get one of those +5 points (french) guys. *crosses fingers for those crimson coast packs* --Hadlock

Meet Ups

I'll be in town the following days:

  • Nov 4 - 6
  • Nov 18 - 20
  • Nov 23 - 27 (Thanksgiving)
  • Dec 3 - Jan 16

Also, I'd like to find a comic book shop in Plano that plays Pirates so we could play against new people. --Cschock 23:57, 26 Oct 2005 (EDT)

I'll definatly be in town nov 4-6ish

I'll also be back for thanksgiving. after that chrismas break starts dec 23. I want to get a dnd game up maybe we'll see.--Ottoman 15:18, 27 Oct 2005 (EDT)

3D Islands

3D islands could be a great addition to our games. There are two main issues surrounding this; Beach landings, and Fort cannon distances.

3D Islands

Beach Landings

It's proposed if we created our own islands that the beaches would only be 10% or less of the entire island, making landing a strategic operation, vs. the much simpler way we're doing things currently. My reccomendation was that you be able to land at an island's beach if you're less than 1S from the beach. I think I confused chris when I said that you had to be within 1S from the beach; I meant that the ship's bow would be touching any part of the island, and as long as the ship was both touching the island, and within 1S of the beach, landfall could be assumed made at the beach. It's my opinion that exploring should be a half turn action, but this game's resolution for time isn't that specific, so I think 1S is a fair trade off, given the limitations that the smaller landing area will create (and hopefully also create more strategy).--Hadlock 09:55, 24 Oct 2005 (EDT)

I understand what you mean now, but I still kinda like how I orignally interpretted it. If we could give two options for docking, one that could be faster to dock, but leaves the ship open to attack, and one that took a little more time, but protected the ship, it would lead to more strategy in what we do when approaching wild islands. Also, if we limit where one can land on an island, it would make island placement alot more complicated. I dunno if this would hinder game play. --Cschock 10:05, 25 Oct 2005 (EDT)

Fort on a 3D Island

Fort Cannon Distances

Physics says cannonballs follow a parabola. Therefore a 1S cannon should be able to shoot farther if it's higher up. It was reccomended by some players that forts on cliffsides have a +1S range to their cannons. I'd say that fort locations should be specific on 3D islands, and that forts can't shoot a full 360 degrees (so that they aren't shooting over the island, which is prohibited by ship's cannons, and would make forts invulnerable to ships on one side, but still able to attack ships - really unfair). This is definately up for debate, depending on the shape(s) of the island(s).--Hadlock 09:55, 24 Oct 2005 (EDT)

I don't think you understand the "not shoot across the island" rule. It means that if there is a ship on the other side of the island, you can't hit it. However, if there is a fort on an island, you can hit that regardless of what part of the island its on is in the way. --Cschock 09:58, 25 Oct 2005 (EDT)

I think it depends on the island, but previously, the islands were just big enough to place a fort on them; now they're going to be closer to 3x that size, which makes their placement much more important. In the picture pictured, the fort can obviously shoot in to the bay, but from how the picture's taken, I'd say that it wouldn't be legal for it to shoot @ the 11 o'clock position, where the cannon ball would be shooting over a considerable distance of the island.

Perhaps, how about, the S+Cannon's original length stays, but your initial shot must be able to land in the water for the +S to hit... if that makes any sense.--Hadlock 14:31, 25 Oct 2005 (EDT)

Additionally... look at the marine rules. Marines are essentially deployable 1S single canon forts. Would you be able to shoot enemy marines from your fort anywhere on the island, even if there was a volcano inbetween them? I guess we could get out a copy of scortched earth, or gorillas, but firing over land of distances greater than 1S or so doesn't make much sense logically. (to me)--Hadlock 14:35, 25 Oct 2005 (EDT)

Fleet Strategies

Fleet Size

Personally I think having 2 more ships than the next guy is an unfair advantage. 5 ships vs. 3 ships allows for way more coverage of the booty, plus backup is anything goes awry.

2 Ships is too few, and you're always going to be outnumbered. You should never be put in the position that all of your ships can be double teamed, while your opponent still has a spare ship to run gold (or tow your derelict back for repairs to his island!)--Hadlock 09:33, 24 Oct 2005 (EDT)

I realize you are speaking about my fleet :) The thing you have to realize is that almost everytime my ships go up against your ships in 1 on 1 combat, mine lose. That's the disadvantage of the multiship approach, my fleet is spread alot thinner. --Cschock 11:49, 24 Oct 2005 (EDT)

I don't feel that it is a limit on ships is nessary, I think even if you were to limit it to a function of the number of points in the game it won't play out much differently, I was just experimenting with a two ship type set up. --Ottoman 13:01, 25 Oct 2005 (EDT)

I was surfing the web and saw this site. Awesome game board! You guys really got things together. I am school teacher in Wisconsin. Here are some rules we use at our club in wisconsin for fleet battles. (If you ever wanted to open a dialog about rules or gameplay feel free my e-mail is chris@teska.net)

Fleet battles.

A fleet consists of a flagship, a secondary ship and the fleet. A point limit is agreed upon by all players before play begins. For each ship in your fleet (other than the flagship and secondary) give yourself +2 points to your total points maximum. Islands are optional and can be placed anywhere so long as all players agree. A player’s fleet may be placed in any formation at the beginning of play so long as all ships are within 3L of each other. Fleets should be placed with a 3-6L distance between their lead ships. (I recommend 4L+1S.) Players decide secretly what ships will go in what order before the round begins. (playing cards face down or numbered slips of paper work well or simply write down the order on a sheet of paper) Randomly decide which player goes first then play each turn one ship at a time sticking to the order you have chosen. The round is ended when all ships from both players fleets have been given a turn. Players may choose a new ship order for the next round if they wish. Rounds repeat until a winner emerges. The player clockwise from the last player to start begins the next round.

If a ship was sunk before it’s turn, when it’s turn is up it’s owner can do nothing and passes play to the next player.

A player may pass at any time, but if all other players pass and play comes back around, the player who passed play first is then forced to move.

Players may not capture derelict vessels while they are manned. If a player wishes to try to capture a manned derelict vessel, he may dock with it and immediately declare a crew battle. This counts as a boarding action and all modifiers to boarding actions apply. Both players then roll a die. Instead of adding the number of masts as a die modifier add the number of crewmen aboard your vessel to your die roll. The loser must eliminate a crewman. Continue this process until all the crewmen aboard a vessel are eliminated. If the attacking ship loses the crew battle it does not change possession. If a player gains control of an enemy ship he gets a bonus turn with it immediately. (as an optional rule you may play that any derelict ship that has been taken possession of in this way is then given all of it’s masts back immediately by the frenzied crew in addition to changing hands. Likewise, attacking ships that fail an assault will also change hands and possession in a similar way with the new owner “jumping in” to complete his turn with it)

(Optional rule) – when the fleet’s flagship is sunk, all fleet ships get –1 to their cannon rolls (6 always hits)

(Optional rule) – The flagship and secondary ships crewmen may only be eliminated by boarding actions. Other crew-killing effects caused by enemy crewmen or ships has no effect.

House Rules & Clarifications

Starting Up

  1. Before starting, a maximum point total for each player’s fleet is agreed upon. Common maximum totals are 30 or 40 points. Players may build their fleet with ships and crew whose point values do not exceed the agreed upon maximum totals, unless cards used say otherwise. Once assembled, players must allow all information about their fleets to be divulged, so that they may be reviewed and approved by the other players.
  2. After assembling the fleets, the players must agreed upon how many islands, obstacles, and treasure pieces will be used in the game. Common numbers of islands, obstacles, and treasure pieces for each player are 4, 1, and 9, respectively. Islands, obstacles, and treasure pieces are picked from a pool of all the players’ collections, including special treasure pieces, at random. Obstacles are optional and can be omitted if players desire to do so. If custom islands or obstacles are used, they must be reviewed and approved by all players before being used.
  3. Each player rolls d6. The play order is determined by who rolls the highest number on their d6. The player with the highest roll is noted as “Player 1”, with the second highest noted as “Player 2”, and so on and so forth in that manner until all players are designated. In the even that two or more players roll the same number, a reroll is called between the tied players to determine who will go before whom.
  4. Once order is determined, the first player places an island on to the player area, followed by the other players in the order determined by the d6 roll. Each island must be placed so that it is no closer than 2L away from its closest island, while at the same time, no further than 4L from its closest island.
  5. Once all islands are placed, the last player must choose their home island. This is designated by placing one of their ships onto the island of their choice. Players choose their home islands in reverse order, with Player 1 choosing last.
  6. Once home islands are chosen, obstacles are placed, if applicable. Players place obstacles in order, with Player 1 going first. Obstacles may be placed anywhere on the playing area, so long as they are no closer than 1S from any island.
  7. All islands that are not home islands are designated “wild islands”. All treasure pieces are divided equally amongst the wild islands, placed face down, so players are unaware of the individual pieces’ value.


  1. Players take turns in the order determined by the initial d6 roll.
  2. On a player’s first turn, they may place the ships of their fleet anywhere as long as the ship’s stern is touching the edge of the home island.
  3. On any given turn, a player’s ships can do one of the following, unless a card states otherwise:
Attack an enemy ship
Explore a wild island
Repair a lost mast (if at their home island)


  1. When docking at a wild island, a ship must finish its move with the bow touching the edge of the island. While docked at a wild island, enemy ships can attack a docked ship, and vice versa.
  2. When docking at home islands, ships must have its bow touching the edge of the island, regardless of using custom islands or not. As a free action, the ship may unload its treasure, as well unload crew on the ship or pick up any crew on the home island.
  3. When leaving a docked island, the ship may make its move by measuring from its stern and the having its bow touch the end of its move.


  1. If at the end of a ship’s move, its bow is touching any part of an enemy ship, that ship has rammed the enemy ship. The ramming player must roll a d6. If his roll is higher than the number of masts the enemy ship has, the enemy ship loses a mast. If the enemy ship is derelict because of the ram, the ramming ship may automatically tow the enemy ship, unless already towing another ship.
  2. If the ship is not derelict after the ram, either player may choose to board the other’s ship, the choice being given first to the ramming player. Boarding may only occur once per ram. Each player rolls a d6, adding the current number of masts their ship has. Whoever has the highest roll wins and may take one of the treasure pieces the other ship is carrying, or they may eliminate one of the other player’s crew.
  3. Unless the ramming ship caused the enemy ship to be derelict and is now towing the enemy ship, the ramming ship is jammed. If the enemy ship is not derelict, the jammed ship cannot move until the enemy ship moves, and the jammed ship’s bow is no longer touching any part of the enemy ship. If the enemy ship is derelict and the jammed ship is not towing it, whether by choice or because it is already towing another ship, the jammed ship cannot move until it sinks the derelict ship, the player who owns the derelict ship successfully scuttles the derelict ship, or another ships tows the derelict ship away.

Here are some rules we use at my school in wisconsin to help make smaller ships more viable, simulate battle damage, and make the game playable.

In real naval combat ramming was rare. To reflect this and make smaller ships more viable the following rules changes will be made to all games. Each ship will be given a drag rating. The higher the drag rating the slower a vessel corners. To find the drag rating, simply add the number of masts indicated on the ship’s card plus the number of missing masts the ship currently has. A 5-masted ship with 2 missing masts will have a drag rating of 7.

-A ship may only ram another vessel if it has the same or less drag than an enemy vessel.

-A larger (see # masts on card) ship ramming a smaller ship gets +1 to damage rolls, but rolling a 1 always fails to damage an opponent. Regular boarding rules apply.

-A smaller ship ramming a larger ship gets -1 to damage rolls, but rolling a 6 always damages an opponent. Regular boarding rules apply.

-Ships of the same size ramming each other get no modifiers.

-(Optional rule) eliminate crewmen at random when a player loses a boarding action


  1. Forts are not included in the point total of a player's fleet. As such, a player can play with as many forts as he has in his possession.
  2. Also, the player must have a ship docked on the island where the fort is to be placed.
  3. The fort cannot attack until the player’s next turn after it has been placed.
  4. If playing with custom islands, forts' firing distance is increased by S if placed on a level and elevated area of the island.
  5. Once a fort has been destroyed, it cannot return into play. If the player wishes to build another fort, he must have another in his possession.

End Game

  1. In 2 player games, if all the treasure is at the home islands, the game is over.
  2. If there is only one player with ships that are not derelict or sunk, the game is over. This rules applies regardless of the number of players.
  3. In games with more than 2 players, there are multiple ways for the game to end.
  4. If a player's ship picks up the last piece of gold off of a wild island, that piece is marked, either mentally or with a physical token, as the last piece of treasure. If that treasure is unloaded onto a home island, the game is over. Also, if the ship carrying the last piece of treasure is sunk, the game is over.
  5. If there are four or more players and half of the starting ships are sunk, the game is over.
  6. When one of the game ending scenarios occurs, the points on the bottom of the treasure pieces that is deposited at the players' home island and forts are counted.
  7. Treasure that is still in transit when the game ending situation occurs is not counted towards the player's point total.
  8. The player who has the most points is declared the winner and is crowned "King of the P-Town Pirates".

Proposed Rules


  • If using custom islands, the ship may dock at sea, so long as it is no further than 1S away from an area on the island designated as a beach.

This should really be less than 1S away; we already have issues with long ships (I have two now that are 1L in length) that can make it to an island in two turns from the beginning. If you have an island that's 2L from your home island, you could theroretically have a 1L ship with an S+L movement have an effective L+L+S first move, and grab the gold, and then return to your home island with the booty on your second move. I suppose the beach rules balance this somewhat, but it should still be a length shorter than 1S, not 1S or shorter.--Hadlock 14:41, 25 Oct 2005 (EDT)

This seems to be addressed in the latest rules with the 3L min/6L max.--Hadlock

  • If using custom islands, ships docked on the wild island cannot be attack by enemy ships, and vice versa, but ships docked at sea can be and they can attack back.


  • When placing a fort, the player must have enough treasure pieces at his home island to do so. Keep in mind, that this is actual treasure pieces, not the points on the underside of the treasure.

I moved this to proposed rules because the actual rules say you have to have the gold points, not treasure pieces. --Cschock 07:08, 27 Oct 2005 (EDT)

  • Once a player has placed a fort on a wild island, all treasure pieces and shipless crew member on that island are placed in the fort. Other players can no longer dock on this island, unless their ship has the ability to dock on enemy home islands. If that is the case, the other player treats the fort island as an enemy home island.

Making it so you can just grab cash from two islands is dirty and should have some sort of check. I think that forts should be more secure than a home island without a fort on it; an enemy ship with the ability to dock at enemy home islands should be able to dock at the fort, but they should have to either remove all of the fort's cannons, or follow boarding rules... a fort is infinitely more secure than a bare island.--Hadlock 00:00, 25 Oct 2005 (EDT)

The check to being able to dock at an ememy fort is that the fort can shoot at the ship while its docked. --Cschock 05:57, 25 Oct 2005 (EDT)

  • Players must have enough gold at their home island or within their forts, to keep up their forts. For example, a player with two forts that cost 3 gold each must have at least 6 treasure pieces between his home island and his forts. If the player has less than that for any reason after placing the forts, then all his forts are inopperable until the player meets the his required upkeep amount.

I think the home island should only have to have half of the fort's "casting cost" (rounding up) left in the coffers for the fort to stay alive. If for example the fort's casting cost is 5, the home island would be required to have 2.5 (rounded to 3) tokens for upkeep. Building and staffing costs are drastically different from upkeep; the force of nature in magic:tg is a casting cost of 8, but only an upkeep of 4.--Hadlock 00:00, 25 Oct 2005 (EDT)

I disagree. This rule is for game balance, not realism. In this game, you don't use the treasure during game for anything but forts. Because of this, I think that it would be more balanced to say they have to keep an amount equal to the cost of the fort for it to continue opperation. If the enemy players had to take away that much gold, it probably wouldn't be worth it to try, especially considering that ships that can dock at enemy home islands can only take one treasure piece at a time. --Cschock 09:50, 25 Oct 2005 (EDT)

Agree with chris, the home island gets the advantage of getting ship immunity on it, which shouldn't be granted to forts, because it's not granted to forts this makes homeislands infinitly better. Consider the fact you can't be shot at while docked with homeisland but can't be hit either. Forts can attack but don't give you homeisland docking abilities.--Ottoman 13:05, 25 Oct 2005 (EDT)

Starting Up

  • If a player makes his fleet using only one nationality, he may use 5 extra points to build his fleet.

Same goes for forts? I don't have much issue with this rule, except now that Otto has one of those zero cost +5 point characters too, I would be at a huge (10 pt) disadvantage if you guys both played with him, and I decided to go with a mixed nationality fleet. Secondly, if Chris & Chad have french fleets, and Otto has an american fleet, would that mean chris & chad wouldn't be allowed to fire upon one another? Or if they did, would that mean you could then introduce a pirate fort, since both would effectively be pirates? Yaaarh! haha --Hadlock 14:54, 25 Oct 2005 (EDT)

Same goes for forts. If you play as all French, you have to use French forts too. Even if two players are the same nationality, they can still attack each other. The whole point of the rule is balance: you force the players to limit their ship and crew choices and you give them a incentive. As for the +5 point character, I say just get over it. It's the luck of the draw what you get in a pack. Now, I just happened to get another one of those characters, but of a different nationality. Pure luck. Now, only one of these cards can be in a player's fleet, so I can't stack my deck with these cards. Also, keep in mind if you capture that card or eliminate it, you get gold. So, Otto and I have something to risk by using these cards. --Cschock 17:44, 25 Oct 2005 (EDT)

also on more than one occasion i've gotten 5 gold for that guy, so i mean it's a hinderence if the other player gets it.--Ottoman 20:26, 25 Oct 2005 (EDT)

  • The maximum point total for each fleet is relative to the number of island each player must provide. For 30 point games, players provide 3 islands. For 40 point games, players provide 4 islands. For 50, 5 islands, and so on.

I think by doing it this way, we can balance the game better. I know Chad always want to play 40 point games (I know he wants to try out his dual L'Hercules), but I think 40 point games get crowded when you only have 6 wild islands. --Cschock 13:17, 8 Nov 2005 (EST)

Wind Direction

  • Before Player 1’s first turn, the last player determines “North” on the playing area, and the initial wind direction. Possible wind direction are as follows:
    • North
    • Northeast
    • East
    • Southeast
    • South
    • Southwest
    • West
    • Northwest
    • Calm (no wind, but player must still choose a direction)
  • The initial wind direction stays for X+1 turns, X being the number of players. After said number of turns, the player whose turn it is then rolls a d6 to determine the new wind direction.
    • If a 1 is rolled, the wind dies and there is no wind until the next roll.
    • If a 2 or 3 is rolled, the wind stays in the same direction, or if the wind is dead, the wind picks up and blows in the direction it was formerly blowing in.
    • If a 4 is rolled, the wind direction shifts 45° clockwise.
    • If a 5 is rolled, the wind direction shifts 45° counter-clockwise.
    • If a 6 is rolled, the wind direction shifts 180°
  • If a ship is sailing +/- 45° from the direction of the wind, that ship gains S to its base movement and is consider sailing into the wind. Conversely, if a ship is sailing +/- 45° opposite of the wind direction, the ship loses S from its base movement, with a minimum movement speed of S, and is considered sailing against the wind. Here are some easy speed conversions:
    • If its base movement is S, it stays as S
    • If its base movement is L, it becomes S
    • If its base movement is S+S, it becomes S
    • If its base movement is S+L, it becomes L
    • If its base movement is L+L, it becomes S+L

Cool rules for wind direction. Another way to determine wind direction might be to buy a blank die and use permanent marker to draw an arrow on each face. Roll the die on the board, the direction the arrow points is the wind direction. The advantage is that you are not limited to 45 degree increments.

Additional Links


Site Toolbox:

Personal tools
GNU Free Documentation License 1.2
This page was last modified on 18 March 2006, at 07:14.
Disclaimers - About BluWiki