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#181
NEW SHIPS

dded playtime : None
Added complexity : Minor

- The Carrack is a starter ship.  It can be chosen at the beginning of the game, bought for 10 gold and sold for 5 gold.

- The Clipper is a medium ship.  It can be bought for 20 gold and sold for 5 gold (like the Brig).

- The Galleass is a large ship.  It can be bought for 35 gold (30 gold in Curaçao, 25 gold from the Cheap Ships & Repairs rumor) and sold for 10 gold.  It grants a Glory Point when bought.  A captain entering the port of Bridgetown with a Galleass takes a hit to "hull" unless he succeeds in a Seamanship roll.

Note : Despite its ability, the Galleass still fails a raid if its masts are completely destroyed and cannot initiate a raid with any destroyed hit location. (Unless you are carrying 2+ "Slaves" cargo. See Slavery expansion for details)

The Caravel is a special starter ship. It can be chosen at the beginning, bought for 10 gold and sold for 5 gold. In order to keep it on par with the other starter ships, however, 3 things are highly recommended :

1- The weather module, including the storm token.
2- The "maneuver" token from the battle overhaul variant. If not using the variant, at least use the token as an alternative action that does nothing if you win the contest (and can be used on the first round of battle). This is to give a chance to pirates who want to plunder a caravel rather than accidentally sink it with a single cannon shot.
3- Simultaneous turns or, alternatively, a combination of random turn order and off-turn scouting to give a chance to other players to scout for a careless caravel sailing captain.

Note : The Caravel's free move at the end of turn is just that : a free move after all actions of all players have been done (not just your own). It is not an "action" and therefore cannot be used to "pay" for moving against the wind with your last action. Also, the "free move with the wind" from the weather module must be done during the turn, not after your caravel's special free move. Finally, the caravel's free move at end of turn cannot be against the wind or in or out of port
#182
NEW EVENTS

Added playtime : None
Added complexity : None after the convoluted setup process is done.

How to use the bonus events :

1- The 4 "War and Peace" and one "Clemency" cards are removed.

2- The event deck is separated into 36 "main events" (NPCs and storms, including the 2 NPC traitor pirates) and 11 "secondary events"

3- Shuffle the 14 bonus events (16 with slavery) with the secondary events.

3- Remove from the game cards from the secondary event deck until 18 are left (16 if playing without the NPC traitor pirates).

4- Shuffle main events and the secondary events together to form a 54 cards deck. (50 without the NPC traitor pirates)
#183
TEAM GATE

* Requires Investment and Raid a port
* Free trade, Simultaneous turns, Escort, Favors 2.0 and Battle Overhaul are recommended.

Added playtime : Variable, but generally a lot.
Added complexity : High
Note : Unlike a regular game, requires all team players to stay in the game until the end.

Works for 2v2, 3v3, 3v3v3, 4v4, 2v2v2 or 2v2v2v2.

Setup :

- "Uprising", "Attack on San Juan", "Earthquake", "Prosperity" and "Poverty" events, the "White Flag" and "New Leadership" rumors, and the "Dutch Privateers" mission are removed from the game.

- The 8 "Letter of Marque" missions are set aside.

- Captain cards are separated by nationality into five decks (one for neutral captains).

- Each team chooses a nationality and each player draws 5 captain cards (can be more but must be equal to all teams). Everyone puts their chosen captain face down on their board and the rest of the cards are shuffled back into their nation deck.

- All nations represented by a team of players should have 4 ports to their name at the beginning of the game. To do this, change the nationality of some ports where no captain starts. The Spanish give 2 ports to the Dutch and the English give one port to the French. The giving team decides which ones. If there is no Spanish and/or English team, the default ports are Cartagena and Trinidad for the Dutch, and Bridgetown for the French.

- Naval forts should be balanced as much as possible (IE not belonging to the same team)
before ports are given away in this manner, but if a team wants to give their fort away to a rival team who already have one, they can.

-If you use the "It's a hard life" variant from the expansion manual, the two starting naval ships should be from the two nations that do not start with a naval fort.

Gameplay differences :

- Purchase a letter of marque (Requires "Favors 2.0") : As a port activity, a pirate player currently in a port matching his team's nationality can pay 5 corresponding favors to acquire a matching "Letter of marque" mission (if they have no bounties from their own nation of course). The effects are the same, but no glory is awarded for "completing" a letter of marque in a team game, nor does the letter of marque count as a "mission".


- If you die, you draw 5 cards from your nation deck and choose a new captain from your hand.

- Whenever a mission or rumor asks you to draw a captain, you draw from your own nation deck.

- A second investment in the same port (where one of your or your teammate's cube already is) automatically changes the port's nation to your own (if you have one) without needing an influence roll.

- If using the Free Trade variant, crew and ships can be traded between team members (and only between team members).

- If there is a war, it must be between two nations represented by players.

- Teammates cannot attack each other or do any kind of hostile action to each other.

- Glory points are tracked by team instead of by individuals.


Win conditions (in tie-breaker order) :
- 9 ports that are not affected by poverty are allied to your nation.
OR - Your team reaches an average of 10 glory points per player (20 total in a 2v2, 30 in a 3v3, etc).
OR - Your team has the most glory points when the event deck is depleted.


The neutral player :
Want to do a team game but have an odd number of players? One player can play as a neutral captain, using the 5th deck. (also used for redrawing after death and for missions/rumors)



The neutral player wins the game by having 13 glory points at the end of a round when no team meets a victory condition.


10 player variant (requires the slavery expansion): The Ottoman team
If you have 10 players, one team can play as Ali Vezaz and Mehmet Karga. They can win by making 9 ports neutral (regardless of poverty) or by having 20 glory points.

If either Ali or Mehmet dies, the team is broken and each player becomes a separate neutral player, who can win with 13 glory points. The Ottoman glory points are split between the two players. If they had an odd number of glory points, the dead captain receives the smaller half.
#184
ESCORT

Requires simultaneous turns.

Added playtime : Usually none without the Epic Battles variant.
Added complexity : Moderate
Note : Without Epic Battles, slightly favors non-pirates, and low scouting anti-pirates.

When a battle is about to take place, after any relevant bounty has been awarded, a different player in the same sea-zone with a "wait" or "visit" token can, with the defender's permission, retrieve his token and be the one to fight the attacker. Alternatively, the "escorted player" can retrieve a visit or wait token instead.  The escort is considered to have engaged the attacker for the sake of earning a bounty or becoming a traitor pirate.

Any NPC can be "escorted" as well. 

If the "Favors 2.0" variant is used, escorting a naval ship grants a favor from the matching nation.

If two ships "move together" (from and to the same sea-zones or out of the same port), and one of them is found by an NPC or player captain before the next action, the other can, with permission, fight in its place.


Demand escort (Requires Favors 2.0):
If you are in the same sea-zone as a naval ship, you can have it protect you from a pirate attack.

Conditions :
1- You are not on their scout/hunt list for any reason.
(You may dump visible contraband as you demand escort in order to meet this condition.)
2- You have no bounty from that ship's nationality.
3- You have a "visit" or "wait" token ready.

Note : The "Escort" glory card only requires that conditions 1 and 2 are met (but only non-pirates can play it).  It is possible to play it as a non-pirate with bounties, but can only summon a ship that does not match any of your bounties.

When you are found, you can retrieve your token (therefore waste an action) to have the naval ship fight in your place. (The pirate still gets a bounty for attacking you.) If the naval ship is from a different nation than your captain, you must spend a favor from that nation.

Note : If you retrieved your token to cancel your action, you can stll be escorted if you are attacked. If you added a different token (or visited something else), you can no longer demand escort.

Other note : If you were successfully scouted by two or more different players, the naval ship will fight them all one at a time but will NOT repair/recruit between battles. If the naval ship is defeated by the first attacker, the second attacker gets to fight you. The same rule applies if you used an escort card instead of an action.

Final note : An attacker with a "Lookout" specialist is immune to any form of escort (Player or NPC).

Oh and obviously... if you are attacked by a privateer, don't count on their countrymen to come to your aid.


WHEN USING THE BATTLE OVERHAUL VARIANT ONLY :
If a player successfully scouts for another player or an NPC, any other player in the same sea-zone with a visit or wait token ready may retrieve their token to escort the scouter, if he is willing.  The same can be done if the wait token was already retrieved to cancel the action. (also doesn't work if the target has a Lookout specialist)
#185
SUMLTANEOUS TURNS

Added playtime : Significantly reduces playtime, especially with many players, and even more noticeably reduces downtime between your own actions.
Added complexity : Moderate
Note : Significantly increases the chances of PvP battle (therefore favoring pirates and pirate hunters), and completely changes how players chase/avoid each other. Allows for some unique tricks to avoid battle with NPCs or engage them while they are already damaged.
Requires all players to actually pay attention to the game.

Every round :

- A turn d6 is set to 1.

- Each player puts an action token face down next to the board.  Any player at sea during a storm event, however, skips their first action.

- All action tokens are flipped.  Actions are resolved in this order :

1- Port :  All players do their port action at the same time.  Players who have chosen a different action can help them by providing proceeds/change and confirming pairs of goods, etc.  If two players do a port action in the same port, they both sell before the demand token is replaced.  If there is a conflict about who gets to buy a mod or claim a mission, an influence contest determines who gets it, if the "mod market" optional rule is used, each player can buy one single mod per port action.

2- Scout : All captains with a scouting token declare their target and roll scouting : the actions are resolved from highest successful roll to lowest successful roll (Reroll ties). If the intended scouting target of a player hasn't entered their sea-zone yet, the scouting action is delayed until the target enters the sea-zone, but will be cancelled (and the action wasted) if it does not happen.

3- Visit a location (or a willing captain in the same sea zone).

4- Raid a location.  If two players raid the same location, each individual hit icon affects just one of them chosen at random (the hit is doubled or not depending on that particular ship's maneuverability vs remaining escape icons).  During ground assault, the highest leadership roll is resolved and the target of each individual crew loss is also random. If they succeed, surviving raiders split the booty however they want. (If the location is a prison, only one free specialist is granted, not one per player.) If they cannot come to an agreement, they do crew combat, and whoever survives keeps everything (including anything onboard the other's ship).  No glory is awarded for this action other than the usual 12+ plunder value, including gold on the other ship if there was a disagreement/battle.  A raider killed by the location's defenses is not plundered by other raiders.

Note : If there is a contest between two raiders raiding 2 different locations over who goes first (IE because of a Slaves card on top of the cargo deck), a non-combat Seamanship contest determines who goes first.

5- Move : Anyone can use their free move with the wind at this point.  Then all players with a move token move simultaneously.  A player moving against the wind for the first time this round will skip their next action.  The free move can also be done after the move tokens were used.

Note : If 2+ players with a move token would want to wait for the other to move first, they set their movement die to their chosen moving direction in their hidden zone (or put their port token in the bag to move into port). The dice are then revealed together and the players must follow their die. It is the only scenario where the movement dice are of any use.

6- Wait : Players with "wait" tokens can now retrieve it to cancel their action or choose to add another token face down (in that order).  Again, they are flipped together and resolved in order.  Also, a player with a "wait" token can, at any time, add another token AFTER the proper phase has passed (IE scouting during the move phase to intercept a passing ship).

7- The turn d6 is set to 2, and the process is repeated until all players are out of actions.

Note : If you want to move with the wind and do an earlier action on the first turn (visit, raid, scout), use a wait token.


NPC scouting : Instead of doing it at the beginning of the turn, all NPC ships will scout for players during the scouting phase at the same time as players (the one right after port actions, not when players scout after using wait tokens) unless they already scouted for the same captain this turn, and only once per scouting phase, following hunt priority. They also scout for a hunted player or smuggler every time their sea zone is entered. If two valid targets enter their sea zone at the same time, they scout for the one highest on their hunt priority. Regardless of the situation, an NPC scouts only once per action.

NPC "healing" : NPCs repair and recruit at the end of every action, and do not scout for players when damaged. If somehow they are made to fight again in the same action (IE another player with a wait token scouts for the NPC later in the same action), the NPC retains its damage. Note that you cannot yourself scout for any ship that you have fought with or against this turn (the whole turn, not just the same action) even if it wasn't you who scouted for that ship to initiate the fight.

First turn ceasefire : During the first turn of the game (before the second event card is drawn), players cannot attack other players. This special rule is made so that pirates starting in the first port as merchants don't get an easy first turn kill.
#186
FAVORS 2.0

Added playtime : None, other than cancelling some of the reduced playtime of regular favors.
Added complexity : High
Note : Adds a significant strategy element to the game. May in theory be more advantageous to Spanish players and less to Dutch players in the first few rounds of a non-team game, but 100+ games with it have shown that the difference is unnoticeable.

Favors are now nation specific and are indicated by bounty tokens instead of cubes.  It is then in theory possible to hold 20 total (5 from each nation)

Acquiring favors :

- As a (last) port activity, you can buy "local" favors for 2 gold each.

- You can also buy favors of your own nationality in any port for the regular 2 gold price.

- In a port matching your own nationality, favors cost only one gold each.

- Completing a mission earns two favors of the corresponding nation instead of just one.

NOTE : Claiming or completing a mission grants favors from the DEFAULT nationality of the zone, regardless of the zone's current nationality.

- If the "Investment" variant is used, changing the nationality of a port earns you two favors from your own nationality.

- If the "Raid a port" variant is used and you are a privateer, changing the nationality of a port to your own (instead of making it neutral) also grants two favors from your nation.

- If the "Raid a port" variant is used, defending a non-neutral port grants 2 corresponding favors.

- If the "Escort" variant is used, defending a naval ship grants a corresponding favor.

- Defeating a ship earns you a favor from each nation that had a bounty on its captain. If there is an ongoing war, you also earn a favor from the opposing nation (including merchant raids).

- During times of war, successfully raiding a location/port also grants a favor from the opposing nation (except natives and pirate havens.)

- Successfully raiding a pirate haven will earn you a favor from the sea-zone's nation.

- If the "Free trade" variant is used, favors can also be traded when two captains meet.

In summary, benefiting a nation in one way or another will allow you to pull some strings later.



Spending favors is now limited to the appropriate nation.  Everything requires a "local" favor with a few exceptions :

- In neutral sea-zones, all favors are considered "local".

- Forcing a naval ship to reroll their scouting roll or peeking at its hidden mod requires a favor corresponding to its captain's nationality. Forcing an NPC pirate to reroll its scouting roll can be done with any favor.

- Pirate havens and Natives are neutral locations, so when visiting them, you may redraw the rumor from a pirate haven with any favor, and you may use any favor to reroll the influence roll for the "Quarantine" or "Cursed Treasure" rumors.

- Storms no longer accept favors.


EXTRA USES :
If using the ship mod market variant, you can spend a local favor to redraw the available ship modification. With simultaneous turns, if two players are doing a port action in the same port, only the player who wins the influence contest can redraw the mod until they choose to buy it or not.

After selling goods in demand and changing the demand token, a local favor can be used to redraw the demand token.
#187
RAID A PORT

Added playtime : Usually none, but can sometimes add a turn to a game by killing a winning player.
Added complexity : High

NOTE : It takes 15+ gold plunder to earn a glory point from a port raid as opposed to the normal 12+.

You cannot raid your home port.

You can now attempt to raid an actual port, using the same rules as a location raid :

6 cargo cards are drawn (like a naval fort).
7 cargo cards instead if the port is "prosperous".
5 cargo cards instead if the port is "poor".

If the port was already affected by poverty, the plunder value of the cards will be ignored, but they can still be kept as cargo.

Sequence :

1- Any player inside the port chooses to defend it or not.

2 (If using location raids 2.0) - Defenders can discard certain special weapons and place them on cards with a hit icon :
- Grape shot makes it a crew hit.
- Chain shot makes it a mast hit.
- Double shot makes it two hits at the written location (four if also doubled by escapes/defending crew.)
- Heated shot makes it two random hits (four if also doubled by escapes/defending crew. Skulls are choice hits)
- Explosive shot makes it a cannon hit.
- Smoke shot will make no hit but will reduce Leadership dice by 1 for the first round of crew combat (by 2 if there are enough defenders to double the hits).

3- Bombardment proceeds as normal.

4- The hits are resolved.  The "crew" of all defenders are added to the "escape" icons for the sake of doubling the hits.

5- The raider(s) choose to retreat or proceed with ground assault.

6 - Crew combat happens between raiders and defenders, one at a time, each side decides who they send up front, if they can't agree, the opponents decide.  Any captain dying in this manner can be plundered later, only after the raid is over.
NOTE : If using the Epic Battles variant.  Crew combat happens between all participants simultaneously.

7- If all the defenders are dead, the raiders roll leadership to cancel crew hits from the remaining cards with escape icons, and the remaining hits each affect one of them at random.

8- Upon success, the raiders plunder the port plus the defenders. If it's a failure, the surviving defenders plunder the dead raiders (as long as their ships aren't sunk of course). If the defenders cannot agree on how to split plunder, they don't plunder at all.

Note : A raider is NOT plundered upon success and a defender is NOT plundered upon failure, no matter who dies (unless they fight each other later on.)

9- If it's a success, the port is now struck with "poverty" (same as the event, no demand).

10- Raiders now have the option of attacking any non-defender players in port with their remaining crew.  Plundering them upon victory. This earns them a bounty if the player isn't a pirate.

If the raiders cannot agree on how to split the plunder, they fight in crew battle and the winner takes everything.

Raiding or defending a port awards at most one single glory point for 15+ plunder value.  Defeating other players in this manner does not award glory, but the plundered coins count towards the needed 15. (Defenders do NOT plunder the port, obviously)

11- Optionally, you can also make an influence check to "liberate" the port, meaning it will have no nationality affiliation anymore, and pirates won't need favors to enter.  This earns you another (yes, a third) bounty from the previous nation.  If you are a privateer, this instead changes it to the nationality of your employer.

Regardless of the outcome, raider ships remain at sea just like a regular location raid, and will require another action to move in port (for balance purposes so you can't have a ridiculous amount of cargo on board when you're done plundering).

Naval forts retain their nationality should the local port become neutral.

Note :
A captain who chose NOT to defend the port cannot plunder any raider he kills after being attacked.  However, killing any player captain in crew combat during any phase of a port raid grants the proper favors to the killer and allows them to collect a reward if possible
#188
INVESTMENT

Added playtime : 2-3 mins per captain actually using it (most don't)
Added complexity : High
Note : Significantly reduces the luck factor for certain merchant players, but can backfire unwillingly helping pirate players.

As a port activity, you can pay 10 gold to give the "prosperity" effect to a port. Put one of your cubes near the port.

From now on, as long as prosperity is in effect, goods are 1 gold cheaper to you (minimum 1) and you get 1 gold from the bank for each good purchased by another player.  This does not affect the trade station nor the town.

Every 2 investments in different ports earn you a glory point.  It is possible to invest in the same port a second time, but it does not count towards earning glory.

You may also roll your influence.  If successful, the nationality of the port changes to your own.  This earns you a bounty of the previous nationality.  This bounty alone doesn't make a player into a pirate, meaning naval ships won't hunt you or scout for you without contraband, NPC pirates still will, and should you be at war, naval ships with a corresponding bounty won't accept your surrender.
If an NPC pirate could, in theory, "collect" your bounty, then you are moved to the top of their hunt priority.  As long as you are not a pirate, such bounties do not prevent you from entering ports either.

Note : With the exception of Old Providence, changing the nationality of a sea-zone also changes the nationality in its special text.  IE : The extra cargo card from being Dutch in St-Maarten will now apply to the nationality of the port, and pirates can always enter Port Royal by paying 2 gold or succeeding an influence roll.

Other note : The original game equates bounties and piracy, therefore :
Letters of marque or other missions that require a bounty also require that your captain be an actual pirate. Any mission that requires "no bounty" (without a specific nation) can be claimed by any non-pirate. Gaspar de Rivera can also use his ability as long as he's not a pirate.  If a mission requirement, however says "No Spanish bounty" for example, then the mission still cannot be claimed even if you are not a pirate but have a Spanish bounty.

Note that you do gain the benefits of Old Providence as a non-pirate with a Spanish bounty.

Should you ever become a pirate, however, ALL bounties have to be removed to cancel the piracy status
#189
SURRENDER

Added playtime : None
Added complexity : Moderate
Note : Rarely happens, but when it does, generally favors non-pirate players.

If found by another player, you can, before any round of sea or crew battle, offer surender. If it is accepted, you keep your captain and your ship (with its mods) along with anything your attacker couldn't take because he had no room on his ship (he can, however, take your cargo, rumor and glory cards, and leave the excess on your ship). Important : The winner gets a glory point ONLY if he plunders everything he can. If he negotiated for less because he wasn't entirely confident in his victory, no glory. This is also to avoid cheap mutual glory gifts between players. You also cannot get a second glory point from defeating the same captain, and if you yourself surrender to that same captain later in the game, you lose the glory point you got from that. Finally, a player does not collect the bounty for the defeat of a player pirate if he accepted a surrender.

Surrendering to an NPC is also possible, but can only be attempted if :
1- You are not a pirate.
2- (If it's a naval ship) You have no bounty from your attacker's nationality.
3- (If it's an NPC pirate) You have no bounty he could "collect" (IE no bounty he doesn't also have).

You must attempt an influence roll (a favor can be spent to reroll).

If successful, an NPC pirate takes all your gold and cargo, but cargo plundered is limited to remaining cargo space on his ship.  The player who rolled for the pirate decides what is taken.  Contraband that is invisible due to a smuggler's hold is not plundered by an NPC pirate.

If you successfully surrender to a Naval Ship instead (IE because of the war), your cannons are reduced to 0, your chasers, swivel guns, long guns, cannon port and naval ram are destroyed (shuffled back in the bag and new random mods returned to the game) and all your special weapons are confiscated. Naval ships do not plunder.

After surrender, an NPC captain does not scout for you again until you leave the sea-zone (entering port does not count as leaving for this purpose.)
#190
PIRACY 2.0

Added play time : Approx 5 mins.
Added complexity : High
Note : Increases risk and reward for pirate players, and allows for the pirate/bounty hunter hybrid playstyle.

At the beginning of setup, before players choose their captain, place two random naval ships from different nations and one non-traitor NPC pirate on the board.

8 bounty tokens are placed in a bag. When an NPC pirate enters the game, two bounty tokens are drawn from the bag, telling you which nation(s) will pay for their head. If, during the game, the NPC pirate attacks a non-pirate player, a bounty token of that player's nationality is added to it. What this means is you, as a pirate yourself, can collect the bounties using the same rules as when you defeat another player pirate (the amount doesn't change).

Favors cannot be used to redraw cargo cards drawn for a raid.

Becoming a pirate :

An act of piracy is any attack or raid against non-pirates (even if it earns no bounty), and anything that earns you a bounty with 2 exceptions :
1- Changing a port's nationality.
2- Defeating a naval ship (IE if you get attacked because of an ongoing war or because you're Ali Vezaz).

Note : Attacking a naval ship (which also nets you an initial bounty) is considered piracy.

If you commit an act of piracy that earns you a bounty, or if you already had bounties before the act (IE an English bounty from previously making Bridgetown Spanish, and then raiding natives), then you become a pirate.

Note : Captains who start the game with bounties also start as pirates.

Once you are a pirate, there is no distinction between the bounties you have. If you want to be a non-pirate again, you must get rid of ALL your bounties.

As a pirate, the "pirate treaty" then applies to you and NPC pirates won't hunt nor scout for you as per normal rules. If you break the treaty by attacking another who is part of it (or by attacking a pirate haven), then you gain a "pirate bounty".  These special bounties cannot be collected or pardoned, but they put you on top of the NPC pirates' hunt priority.

A traitor pirate cannot visit a pirate haven.

A traitor pirate cannot claim or complete "The Pirate League" or the "Joined Forces" mission.


A pirate player earning a bounty from all four nations earns a glory point (only once per captain). Under these three conditions :
1- All four bounties are held simultaneously.
2- All four current bounties were earned (that excludes starting bounties and bounties gained from investments/frame/false accusation or Abram Dwight's or Jurgen de Witt's ability)
3- The pirate doesn't die doing whatever earns him the last bounty.


PLUNDER : The smuggler's hold now makes one contraband invisible even to player captains, meaning it cannot be plundered nor even looked at unless the plunderer claims the ship itself.  If the ship is claimed, the hidden contraband MUST be kept.  The ship cannot then be "unclaimed".

NPC TRAITOR PIRATES : Every player captain is on their hunting list, in this order of priority :

1- Player captains with bounties the traitor pirate could collect.
2- Player captains with gold on board.
3- Player captains with cargo on board.
4- Player captains with neither cargo nor gold.

If both NPC pirates are in the same sea-zone and at least one of them is a traitor pirate, they do not scout for players.

Also here's a summary of normal NPC pirates' hunting list taking other variants into account :
1- Traitor pirate player captains.
2- Non-pirate player captains with bounties they could collect.
3- Non-pirate player captains with gold on board.
4- Non-pirate player captains with cargo on board.
5- Non-pirate player captains with neither cargo nor gold.

If using Escort : NPC traitor pirates do not automatically escort their favored captains nor can you use an Escort card to make them join the battle, but if you are that captain and are attacked in the same sea-zone as them, you can retrieve a "visit" or "wait" token to demand escort from them (see Escort).

THE PIRATE FORT (requires Raid a Port and Investment) :

If a non-traitor, non-privateer pirate successfully raids a Naval Fort in a neutral sea-zone, he may roll Influence. If successful, it remains on the board and becomes a Pirate Fort.

A Pirate Fort counts as a Pîrate Haven in every way except :
1- It retains its strength of 6.
2- When you visit a Pirate Fort, you may also move a non-traitor NPC pirate to an adjacent sea-zone.
3- NPC traitor pirates do not scout for players in a sea-zone containing a Pirate Fort.

If a Naval Man-o-War enters the sea-zone of a Pirate Fort or if the sea-zone rejoins one of the four nations, the Pirate Fort is removed from the game.  If this was caused by a pirate player, he becomes a traitor pirate.

Note : When a privateer successfully raids a Naval Fort in a neutral sea-zone, he may make an influence roll to turn it to his nation instead of removing it.


(Extra option) HOSTILE NATIVES :
If you attempt to raid natives and either fail or retreat, put one of your cubes on the location. In addition, if your captain isn't neutral, put a flag of your nation on it. Natives in that specific location can no longer be visited by you or anyone from nations with their flag on it. If your captain dies, retrieve your cube. You can visit it again if your new captain is of a different nationality
#191
Hay nuevos capitanes que no los voy a copiar aqui, porque cada uno tiene sus reglas.

FREE TRADE:

Requires Simultaneous Turns.

Added playtime : Variable, rarely used except in team games, but may make a few port actions take longer.
Added complexity : Moderate

Can only be initiated either as a "port activity" when another player is in the same port, or after one player sucessfully scouts the other.  If a player wishes to be found, a simple "visit" action can be used instead (same as visiting a location) and does not require a scouting roll.  At this point the two players are free to exchange anything that could be "plundered", so goods/gold/rumors/glory cards/specialits/special weapons. (But not ships)

If the "Favors 2.0" variant is used, favors can also be traded.

If this happens at sea, an attack can be initiated before or after the trade, so be wary of pirates who say they "just want to trade".

Note : Selling is still the very first port activity.

Slavery expansion : You do NOT gain a free specialist for buying a slaves cargo card with a specialist icon from another player.
#192
LOCATIONS 2.0
Added playtime : None
Added complexity : Minor.
Note : Reduces luck factor, rewards planning and persistence.

Raiding any location follows this sequence :

1- Cards are drawn face up as usual.

2- For each cannon, the raider can either :
- Discard a grape shot to remove a card with an escape icon.
OR - Discard a chain shot, heated shot, double shot, smoke shot or explosive shot to remove a card with a hit icon.
OR - Roll a dice and remove a card of his choice upon success.

3- Either retreat or continue with the ground assault.

Important : Unlike merchant raids, you cannot roll a dice and then use a special weapon if it fails.  For each cannon, you either use a weapon or roll a dice, not both.


Locations can now be visited several times in the same turn.

If a naval ship spawn point is on the board, the matching naval fort can be visited to move the spawn to an adjacent sea-zone.
#193
Cita de: kesulin en 04 de Febrero de 2021, 20:06:42
¿Que expansiones? Me interesa

No te sabría de ir. Además no tengo em TTS delante. Pero son unas cuantas y con bastante contenido. En plan mazo extra de eventos, de rumores, etc
#194
Los que tradumaquetais.

Hay un mod en el TTS que es bestial con todo  más un montón de expansiones fanmade que tienen una pinta fantástica, por lo que igual os compensa haceros con esas expansiones.
#195
Como si han sacado 10 millones. Normalmente, al menos lo he visto con otros juegos son los propios partners los que no quieren que se publiquen reglas en ese idioma para que no fagociten las copias al partner