to read the League of Pirates instructions

RULE BOOK
League of Pirates
™
– Discovery Edition –
A game for two players
Components:
2 Velvet Homeport Bags
10 Standard Dice
2 Ship Cards
2 Skill Dice
2 Sets of Pirate Coins (21 Skulls & 21 Crosses)
Rule Book
Avast ye hearty souls, your goal is to assemble, by hook or by crook, a pirate crew to pillage and plunder the seven seas. The player
with the best pirate crew wins the game – Arrgh!
Overview:
Each member of your crew is represented by a single Pirate Coin and is worth a certain number of points, which is listed as
Cunning on the face side of the coin. A coin’s Cunning is increased by 2 points if that coin is the same color (league) as your
Captain coin. Your Ship Card has a sliding scale that records your points during the game. At the end of the game the player
with the most points of Cunning on his/her crew, plus the remaining points on his/her Ship Card, is the winner.
Set Up:
Each player receives a Ship Card, five Standard Dice, one Skill Die, and a Homeport Bag with a complete set of Pirate Coins.
Each player empties the contents of his/her Homeport Bag and sets the point counter on his/her Ship Card to 19.
Each coin set includes three Leagues of Pirates – Red for Rogues, Blue for Nobles, and Yellow for Independents. Organize your
coins into piles by their color. Secretly choose the pirate league (color) you wish to play; then you and your opponent reveal
your chosen Captain at the same time. Place the Captain coin of your chosen league face up in the Captain slot of your Ship
Card. Place the remaining coins of your chosen league (color) into your Homeport Bag. Place the other two leagues of coins
into your opponent’s Homeport Bag.
You are now ready to start the game!
Game Play:
To fill your ship with crew you either assemble new crewmembers from your Homeport or capture crewmembers from your
opponent’s ship. At the start of each turn, players roll off in a Dice Challenge to determine who will get to act on that turn.
Dice Challenge: (Follow instructions as you read aloud)
A Dice Challenge is a head-to-head competition to determine who will act during
a turn of play. Only one person takes an action each turn. Each player begins with
five dice and will roll all five dice at the same time. You have three rolls to roll a
1 – 2 – 3 in order. You must roll the 1 – 2 – 3 in order. You can choose to keep or
pick up as many dice as you like per throw. For example: On your first roll you throw
a 1 – 4 – 5 – 2 – 6. You would set aside the 1 and the 2, and pick up the other three dice
and roll again in hopes of getting a 3.
Diagram 1
If you roll a 1 – 2 – 3 within your three rolls, add the remaining two dice together to
determine your score. For example: If, after three rolls you have a 1 – 2 – 3 – 4 – 4 your
score would be 8 (4 +4 = 8).
If you get a 1 – 2 – 3 on your first or second roll, your opponent is allowed to complete
his/her three rolls in hopes of beating your score. You can also continue to roll after you
get a 1 – 2 – 3, up to three total rolls, to attempt a higher score from your remaining two
dice. The player with the highest score in a Dice Challenge wins the right to take an action
on that turn.
4+4=8
Diagram 2
If both players roll a 1 – 2 – 3 and tie on their score, the player with the most points on his/her Ship Card will win the Dice
Challenge and take an action. If no one rolls a 1 – 2 – 3 during a Dice Challenge, begin another Dice Challenge round until
one player wins.
Actions:
Each action you take after winning a Dice Challenge costs points. Each player begins with 19 points on his/her Ship Card.
Use the sliding scale marker to keep track of points during the game. Once a single action has been completed, continue
game play by rolling another Dice Challenge.
The winner of the Dice Challenge can perform only one of the following actions:
Press Gang: Pay 1 point to blindly pull one coin from your Homeport Bag. You have the choice of placing it on your Ship Card or returning it to the Homeport Bag. Coins must go in their proper slots; a Quartermaster must go in the quarter
master slot, a Surgeon in the surgeon slot, etc. Mates can go in any of the three mate slots. You can replace any pirate on your Ship Card, including a Traitor, when you draw or enlist a coin of the same type. Return any replaced coin to the
corresponding player’s Homeport Bag.
Recruit: Pay 3 points to pull three coins from your Homeport Bag and choose one to keep, following the same placement rules as Press Gang. Return the other two coins to your Homeport Bag. You can also choose to return all three coins.
Resupply: Increase the points on your Ship Card by 2.
Turning: Pay 2 points to choose a coin on your opponent’s Ship Card to turn over. This signifies that the coin is a Traitor. That coin is now worth two points less than its face value and gains no bonus from being the same color as its Captain.
Captains cannot be turned. A replaced Traitor is not returned to your Home Port and must instead walk the plank.
Raids are conducted as follows:
Walk the Plank: A pirate coin that is a Traitor is not returned to a Homeport Bag if it is exchanged. Instead you must pay 1 point to have it walk the plank, which removes it from the game entirely. This does not count as an action, and is only done when a Traitor is replaced.
Raiding: If you have an empty Brig slot on your Ship Card, pay 2 points to raid an opposing Ship Card for a coin. During raids you will pit the skills of one of your pirates, represented by the number values listed on the back of his/her coin, against the skills of your opponent’s defending pirate.
1. The raiding player chooses a coin from the opponent’s ship and a non-traitor coin from his/her own ship.
2. Each player rolls one Skill Die and one Standard Die. Players will add the point total from their coins that correspond with both Skill Dice and add it to their Standard Dice roll to determine their score. Traitors subtract two from all of their skills while they are defending. If the same skill is rolled for both Skill Dice, players will count that skill value only once.
For Example: Marital Skill and Virtue were rolled on the two Skill Dice. The raiding player’s coin lists Martial Skill as 4 points and Virtue as 2 points, and he/she has rolled a 6 with the Standard Die. The raiding player’s score is 12 (4+2+6 = 12). The defender has 1 point for Martial Skill, 4 points for Virtue and has rolled a 3 with the Standard Die. The defender’s score is 8 (1+4+3 = 8).
3. If the raiding player has the highest total, he/she places the defending player’s coin in one of the empty Brig slots on his/her Ship Card. If the raiding player loses the raid, there is no penalty except for the initial cost to conduct the raid. The raiding player wins all ties. A player cannot choose an opponent’s Captain to raid against.
4. Before dice are rolled in a raid, a defending player can pay 2 points to choose a different coin to fight with. If the defending
player loses the raid, the raiding player receives the coin that was originally chosen, not the coin that was defending.
Enlistment: Because pirates are a fickle lot, you can pay 1 point to enlist a coin from your Brig and place it onto your ship. The coin must go in its corresponding slot.
Rescue: If one of your coins is captured and it remains in your opponent’s Brig, you can pay 2 points to raid against it, placing it immediately back onto your Ship Card in its original position if you win the raid. If your former coin is enlisted onto your opponent’s Ship Card, it is no longer considered loyal and must be placed in your Brig if it is captured back. You must choose a coin on your Ship Card that is not in the Brig to defend a prisoner against a raid. This action does not cost the defending player any points.
Set Sail: Pay 2 points to attempt to Set Sail. Note: You must have a complete crew (1 Captain, 1 Quartermaster, 1 Sailing Master, 1 Surgeon, and 3 Mates) to Set Sail. Roll off in a Dice Challenge against your opponent. If you win the Dice Challenge, you have Set Sail and the game is over. If you do not win the Dice Challenge, game play continues until a player successfully sets sail.
Winning:
At the end of the game, each player totals the remaining points on his/her Ship Card together with the Cunning of his/her crew.
Note: Add 2 points for each crewmember that is the same color (league) as that player’s Captain. The player with the most total
points wins the game! In the event of a tied score, the player that Set Sail wins.
After a winner is determined, separate your coins into sets (Skulls and Crosses) and place them in their respective Homeport Bags.
Surgeon
Edward Cruikshank “Pincher”
Coin Value – 7
Once held the femoral artery of an injured
crewman between his thumb and forefinger for
twelve straight hours, thus saving the man’s life.
Captain Arthur Howell
Coin Value – 10
Privateer extraordinaire and bane to the
enemies of England throughout the seven seas.
Quartermaster
Prescott “Jolly” Rogers
Coin Value – 9
Equally ready to deliver a limerick
or a harsh blow with his cudgel.
Sailing Master
“Crazy” Louis Artois
Coin Value – 8
After losing his legs to a cannon ball, the ingenious
Monsieur Artois overcame his hardship by constructing
a variety of unique prosthetics.
Master Gunner
Jim “Dandy” Donne
Coin Value – 5
Flamboyant in his dress but
deadly with his cutlass.
Powder Monkey
Hawthorne Buccannon
Coin Value – 4
Young, brave and determined to
make life better for his family.
Steward
Doe Eye
Coin Value – 3
A loyal and faithful cabin boy. But is there
more to this shy child?
Surgeon
Geertruyt Henke “Peepers”
Coin Value – 7
Excellent surgeon, but her terrible depth
perception has left many men without
life or limb.
Captain Erika Cottrell
“Captain Harridan”
Coin Value – 8
Prone to fits of rage and violence, a mere
look from Captain Harridan could turn a
man to jelly.
Quartermaster
Bang Wu
Coin Value – 8
A master of Kung Fu and origami, Bang Wu
enjoys combining these skills, oftentimes
turning his adversaries into pretzels.
Waister
Ren Trevaint
Coin Value – 3
Raised on the streets of Kingston, there is not
a more daring or sneaky cutpurse than he.
Boatswain
Boris Rokoff
Coin Value – 4
His fondness for beans and eggs does
not sit well with his shipmates.
Sailing Master
O Macaco “The Monkey”
Coin Value – 9
Carpenter
Pickersgill
Coin Value – 5
Earned his nickname for his uncanny ability to
scamper through the yards, lines and sails of a ship.
Equally content pounding nails or heads.
Surgeon
Zhen Fang
Coin Value – 10
Trained in the most prestigious schools in the
orient, Zhen Fang became a pirate in order
to chronicle the various death throes of men.
Captain
Count Antonio Felipe Vibora
“The Terror of the Caribbean”
Coin Value – 9
“Neither a harsher or crueler man has ever set
foot upon this earth.” – Count Barbasto’s mother
Quartermaster
Edmund Bonesteller
Coin Value – 8
Stranded on a deserted island as punishment
for mutiny, this stalwart pirate survived by
eating his pinky finger and two of his toes.
Cook
Gruel
Coin Value – 5
Signature dish? Donkey porridge – A hearty
concoction of donkey, onions, legumes, barley,
and snot served in a dirty bowl with a human hair.
Gunner
Tick
Coin Value – 5
Imprisoned over half a dozen times, Tick
has yet to be put to the gallows. His wiry,
gaunt frame has always allowed him to
slip his bonds and escape.
Sailing Master
Seamus Magoon
Coin Value – 7
Master Gunner
El Picoteador “Pecker”
Coin Value – 5
Poor Seamus Magoon has taken over
forty-seven blows from his own ship’s boom.
Revels in the report of his 12-pound cannons.
Surgeon Angelina Herbert
“Lady Stitch”
Coin Value – 7
“Not a more gentle or competent healer there be,
upon any land or sea, than our fair Lady Stitch.”
– Excerpt from the journals of Robert Stillwater
Captain Bulvar
“The beserker” Kasteelgard
Coin Value – 8
Once the battle lust has overcome him, only
the soothing sounds of a minstrel’s pipes can
drive the rage away.
Quartermaster Harrison
“Iron Hand” bukari
Coin Value – 10
Rules his crew justly and fairly, but do not
mistake his fairness for weakness. Woe be
to the sailor that invokes Bukari’s wrath.
Sailing Master
Robert “One Bit” Stillwater
Coin Value – 9
One of the few men to sail the cursed
Sea of Mists and live to tell about it.
Buffer
Swimmer
Coin Value – 5
His family forced into bondage, Swimmer
swore an oath of vengeance and became a
pirate in hopes of finding the slavers who
tore his family away from him.
Boatswain George
“sea Breeze” Middleton
Coin Value – 4
Claims to have walked upon the
walls of the lost city of Orichal.
Minstrel
Whistler
Coin Value – 4
A master of the pan flute, it is said his melodies
could calm the raging seas and sweep away the
doldrums.
Surgeon
Ukurugenzi
Coin Value – 8
A master of natural remedies, potions
and healing balms, but also a master of
deadly poisons.
Captain
Wang Wei “The Strangler”
Coin Value – 11
Gunner
Trevor Gallows
Coin Value – 4
Has never throttled a man he felt did not
deserve it; which means those forty-three
unfortunate souls had it coming.
Collects dead mice because
they are his “friends.”
Quartermaster “Pitiless”
Fergus Gilhanney
Coin Value – 8
Likes: Kicking puppies, raw meat and assigning
men to dangerous duties. Dislikes: Birdsongs
in the morning, gentle people and soft music.
Sailing Master
Abdul-Rafi
Coin Value – 8
Once the favorite admiral of the Sultan of Qurain,
Abdul-Rafi ran afoul after a tryst with a favorite
concubine.
Powder Monkey
Freckle
Coin Value – 4
Courageous and loyal, Freckle vowed
to make enough coin to free his sister
from indentured servitude.
Cooper
Pike
Coin Value – 4
Amused by the suffering of others;
always has plenty to laugh about on his ship.
Surgeon Pedru
“The Butcher” Vladuescu
Coin Value – 10
Has never had a patient who
didn’t lose a limb.
Captain Reginald Tremble
“Blackheart”
Coin Value – 9
Driven from his village because of his wretched
and ungodly nature, Tremble inflicts his contempt
and loathing upon those unfortunate enough to
meet him upon the sea.
Quartermaster
Veronica Sanchez
“The Spanish Banshee”
Coin Value – 8
Has spread the pox on
four different continents.
Sailing Master
Ill Bruto
Coin Value – 7
At six feet eight inches tall and over 400 pounds,
the indomitable Ill Bruto is often used to elicit
information from tight-lipped prisoners.
Gunner
Pokanoket “Eagle Eye”
Coin Value – 3
A member of the Wampanoag tribe,
Pokanoket is renowned for his prowess
with both a war axe and a musket.
Carpenter
Griper
Coin Value – 4
Misery and antipathy are
his closest companions.
Cooper
Flat Hand
Coin Value – 5
A master of his craft, with a secret past.
League of Pirates
By S. Arthur Hart
Part One: League of Rogues
Ponce de Leon Bay, off the Florida everglades - March 29th, 1697
What remained of the day was a thin scarlet ribbon of sunlight that hung like a wound upon the western horizon. Across the deepening
sky the mantle of heaven slowly revealed its glory of stars, awakening the denizens of the swamp below. The evening was warm and the
waters of the secluded bay were calm and as smooth as glass. The clicks and croaks of the nocturnal creatures rang out in a raucous chorus.
Occasionally the bellow of an alligator would silence the cacophony, but only for a spell; swamp nights were never long for silence.
Upon the glassy bay rested four ships. The smallest was a two-masted schooner. Next to her, tied abreast, were two menacing
brigantines. And largest of them all was a huge Spanish Man-of-War. Although each ship flew a different standard, they all had one
thing in common – they flew the bones.
On the quarterdeck of the Man-of-War, sitting in a hand-carved mahogany chair, was its captain, Count Antonio Felipe Vibora;
known to seafarers far and wide as The Terror of the Caribbean.
“Another lantern!” the Count shouted. “I can’t see.”
Immediately a lantern appeared beside him.
“Ah, that’s better,” said the Count as he primped and teased his hair. The Count’s hair was his most distinguishing feature; raven
black and tightly curled, it reached nearly down to his waist. He did not care that the mass of hair made his face appear tiny; his hair was
real, unlike most other men who fancied those silly powdered white wigs. Nobody had such beautiful hair as the Count, but then again,
nobody was as beautiful as he.
Behind the Count, cloaked in black robes and veiled in shadow, stood his Grand Vizier, Malik. Contrary to his grandiose title,
the Vizier was by a measure the smallest person aboard the Man-of-War, both in frame and height. But the Vizier’s stature by no means
reflected his status amongst the pirate band; their timidity and servility while in his presence attested to that.
The Vizier leaned close and, in a sibilant voice, whispered into the Count’s ear. “They’ve arrived, my Lord.”
After several moments a shout came from the bow of the ship.
“A skiff approaches!”
“It is about time,” said Vibora standing, admiring him self in the mirror. The Count was never far from his mirror.
“Heave! Heave! Heave!”
The chant came from starboard where the skiff had tied up. Three sailors strained as they hoisted a rope. Appearing over the deck
rail, sitting in a braided sling, was a huge whale of a man. Being that he was too fat to climb the Jacob’s ladder, the man was forced to
use the same conveyance as the livestock, and as such, looked very much like a petrified heifer.
“Help them!” shouted Vibora.
One of the men, who had been standing by the mirror, crossed in front of the Count on his way to help with the sling, only to trip
and send the mirror crashing to the deck. Vibora’s high-pitched shriek sent the man scrambling to his feet. The unfortunate sailor knew
the penalty for his clumsiness.
“I…I…I was…I was trying to help with the sling…” the man stammered.
Silently the pirate crew withdrew from the quarterdeck as the Count methodically uncoiled the thick, leather bullwhip that hung
from his hip.
“Please my lord…I didn’t mean to…I was just trying to help…” pleaded the sailor.
“That was my favorite mirror,” said the Count in a level, threatening voice.
The man was backed against the deck rail, a desperate look on his face. With expert precision Vibora brought his long whip up and
then quickly down.
KER-RACK!
The leather caught the skinny sailor across his eyes. Spinning about blindly, the man let forth a horrid cry and tumbled overboard into
the bay. In a matter of moments a number of alligators were upon him, thrashing and fighting for a taste of his flesh. Many of the pirates
gathered on the ship’s rail to revel in their hapless mate’s demise, for these were wretched men who took delight in cruelties and misfortune.
The fat man who was in the sling panted heavily as he collected himself and approached the Count.
“Count Vibora,” said the fat man.
“Captain Tortosa, how good to see you again.”
Tortosa gave a clumsy bow. Accompanying him were two other men. Like the fat man, they were dressed elegantly in long, decorated
seaman’s coats. All had jewel-hilted sabers and silver-plated pistols tucked inside thick leather belts. Although Count Vibora had never
met these two pirate captains, their reputations preceded them.
Captain Montellano stood with a swordman’s repose. A lazy eye and a pockmarked face gave him the appearance of a simpleton.
However Count Vibora knew better than to mistake this man for an imbecile, Montellano’s stance told him that much. Montellano held
a silk handkerchief in his hand and periodically dabbed his lazy eye which tended to leak.
“Count Vibora,” said Montellano bowing. “An honor to meet you.”
“The honor is mine,” said the Count.
The other Captain, a brooding Frenchman named Ruffec, had a perpetual sneer and was all business. Vibora knew of this man through
his pirate exploits in the Orient, where the pirate had over a dozen warrants for his capture and death.
“Welcome aboard,” said the Count as they exchanged bows and courtesies.
“Where are the others?”
The soft manner of Vibora’s inquiry set Captain Tortosa’s skin a crawl. He knew this moment would come and although he had
steeled himself for it, he still squirmed and stammered out his response.
“Um, my Count, the other Captains, they, uh, have respectfully declined your invitation and have elected to…shall we say, remain
independent in their endeavors.”
“A pity…for them. Follow me if you will.”
The Count escorted the pirate captains to his private quarters below deck where they gathered around a heavy oak table. Trailing
behind them, unnoticed, was the diminutive Grand Vizier. Once everyone had settled in, the Count began.
“Each day the great houses of Europe reap the spoils of this rich, new world; gold and silver from the jungles to the south, furs, tobacco
and timber to the north. But when we take what we deserve through daring and might we are harried, harassed and condemned.”
The Count took a brown, hand-wrapped cigar from a wooden box and dragged it slowly across his thin, white tongue.
“But no longer. The tide is about to turn. A new power is rising in this hemisphere, a power that will bring the nations of Europe
to their knees.”
“A new power you say?” asked Montellano skeptically. “And who might that be?”
Lighting his cigar and blowing a forked cloud of smoke through his nostrils, Vibora replied.
“Why, us of course.”
The pirates scoffed and mumbled in derision as Vibora continued.
“I am raising a fleet, gentlemen; an armada of our fellow brothers which, when complete, will be unmatched in the entire world.”
“A pirate armada…” said Montellano with a smile.
“More than just an armada…an alliance, a confederacy built for one purpose: to take for ourselves the wealth of the new world.”
“Impozzeebelle,” said the French pirate Ruffec. “Zee logistics would not support such an eendevar. No port or harbor would dare geeve
us refuge. Eet can nevar be done.”
“On the contrary my good captain,” said the Count. “It has already begun.”
Malik, the Vizier, stepped from the shadows and pulled from his cloak a plain sheet of parchment, which he set upon the large oak table.
“The key to our success has already been secured.” said Count Vibora. “Behold...”
The Vizier removed from his sleeve a crimson pouch which he emptied upon the parchment. There fell four brilliant stones, each of a
different color – one ruby, one emerald, one sapphire and one diamond. For a moment they rolled about the parchment surface sparkling
in the lantern light. But then each of the stones slowly made their way to the corners of the map as if moved there by unseen hands.
The pirate captains stared in wonder as there appeared upon the plain parchment faint lines and etchings. Like bloody tendrils, slowly
the lines darkened and spread about the entirety of the paper until finally, before the astonished pirate captains’ eyes, there lay revealed
a magnificent nautical chart. Drawn upon the chart were illustrations of islands, serpents and arcane symbols. The chart itself seemed
to possess an eerie incandescence which illuminated the features of the pirate captains as they bent close to read the spindly script.
“The Sea of Mists,” read Tortosa.
“Impozzeebelle,” whispered Ruffec. “No one has charted zee Sea of Mists and lived to tell.”
“What deceit and witchcraft have you cast upon us Count?”
“Witchcraft perhaps, but not deceit,” replied Vibora. “The map you see is authentic; the Sea of Mists has been charted. At this very
moment a stronghold is being built inside the mists, a refuge for our league of rogues.”
The Grand Vizier set upon the table three rolled parchments and three crimson sacks.
“The call has been issued my friends, you have but to answered it,” said Vibora. “Join me, and you will enjoy all the wealth and acclaim
befitting nobility. No nation will be exempt, no ship or port immune to our offense and will.”
Vibora took another long drag off his cigar.
“Laid before you, are three plain parchments and three sets of stones. When you place these stones upon your parchment, a map of
the Sea of Mists, identical to the one I possess, will be revealed, allowing you all to navigate these treacherous waters. It is yours if you
choose to join me.”
The pirate captains silently eyed one another as they took the offer into consideration.
“From our base in the Sea of Mists we will control the entire Atlantic sea trade,” said Vibora. “We shall raid and plunder with impunity.
No navy would dare follow us into the Mists; without a map it would mean death to try.”
After a long silence Ruffec finally spoke.
“Zat is where you are mistaken mon ami. It is said Captain Howell has sailed zee mists. What of him and zat cursed ship of his?”
“Hear, hear!” shouted Tortosa. “Howell and his ship are a menace. I have lost a fortune of gold to that devil.”
“As have I,” added Montellano. “And I don’t think that man will fear the misty seas.”
“If we are to raid the colonies, then Captain Howell and the Venture must be dealt with,” implored Tortosa.
Vibora opened a decanter of wine and placed four crystal glasses upon the table.
“There is no need to worry my friends,” said Vibora as he poured the wine. “Howell and his ship are our first order of business.
As we speak, a trap is being set. Unbeknownst to our good Captain Howell, I have placed a traitor in his midst; he but awaits my signal.”
“Excellent!” shouted Tortosa.
“So what be your answer?” asked Vibora as he raised his glass. “Do I have your pledge?”
The pirate captains stood and then each took a parchment and pouch of stones.
“You chose well my friends” said Vibora. “A toast gentlemen, to our league of rogues and to villainy.”
The other conspirators raised their glasses and with a hearty cheer shouted, “To villainy!”
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