Sea of Thieves
Sea of Thieves
Sea of Thieves
Each player is a pirate who is a member of the ship’s crew. By working together, the players face various
problems, attempting to collect loot along the way. As they defeat various problems and return to the outposts laden with
treasure, they become more powerful.
Actions
When it is a player’s turn, they select which Problem they wish to tackle, and then select an Action to take. Based on
the character’s skill (and possibly other gear or abilities), the player rolls a number of dice to attempt to resolve the
Problem. The basic results from each die are described below.
- Anchor. This generally makes the problem worse, by triggering the Problem’s Interrupt or Danger.
- Bones. This has no effect.
- Coin. You gain a Victory.
- Treasure Chest. You gain a Victory and can apply another Victory to another Problem or the same Problem.
You can instead either cancel an Anchor you rolled or “store” the Treasure Chest on your character sheet to use
later. Keep track of Treasure Chests rolled; when the Problem is solved, you may get an extra reward.
You want to accumulate a number of Victories equal to or exceeding the Problem before its Timer expires. Extremely
difficult Problems may have Interrupts or Danger that trigger special effects.
After all players take their Action for the turn, all active Problems reduce their Timer by 1, whether any player
attempted to solve them or not.
Interrupts
Some Problems, when attempted, have a Interrupt. When the conditions of the interrupt are met – usually by
rolling an Anchor or acquiring No Successes, the interrupt ability triggers. An Interrupt can only trigger once per Problem
unless it is Failed. If the Timer is reset as part of the Failure, the Interrupt becomes active again.
Danger
Difficult problems sometimes have a component of Danger. A Danger is activated if its conditions are met, such
as rolling an Anchor or acquiring No Successes, at the end of any Player’s turn. A Danger can be activated multiple times
in a turn, but only once during a single player’s Action.
Solving Problems
When the number of Victories equals or exceeds the Problem’s difficulty, that problem is Solved. If all players
have finished their Actions and the Problem’s Timer reaches 0, that Problem is Failed.
Failing Problems
If a Problem’s Timer reaches 0 at the end of all the Player’s Actions and has not been Solved, it is Failed. The
instructions for Failing the Problem are applied, which may affect one or more players. If the Problem does not specify it
is removed upon Failure, the Timer for the Problem is reset, though any Victories towards Solving the Problem are kept
(unless otherwise specified). If all players are Killed when a Problem is Failed, the Problem is removed from play, and
the failure is absolute.
Injury
The results of many effects are injuries, either to PCs or their ship.
- Wounds. When a player first takes a Wound, they flip their Personality card to the red side. They do not gain
the abilities of their Personality when flipped to red. If a player takes a second Wound they are Killed.
- -1 Die. The player rolls one less die when solving problems, regardless of what skill the player users, to a
minimum of 1 Die rolled. If your lowest skill would be reduced to 0 Die rolled, you instead take a Wound.
The loss of a single Die can be negated by discarding a Food token on hand.
- Killed. The player drops any held Treasures, Skulls, Gems or Crates held and is removed from play for 2
turns. The player returns on the Deck of their ship,
- Hull. A ship can take several hits to the Hull before its Sinks. When the last Hull is lost, the ship Sinks.
- Leak. Diff 2/4. Bail action only. Solved: Remove Leak. Failed: 1 Leak. If a ship has a number of Leaks
equal to its Hull, it Sinks.
- Sink. The ship sinks, all Treasures, Skulls, Crates and Tokens are lost. All players aboard the ship when it
sinks are Killed. After 1 turn, the ship returns to the nearest Island, with full Hull, and no Leaks. Living
players can, on their turn choose to immediately return to the Deck of their ship.
Creating A Character
E ach player starts with 2 dice in each Skill, an Ammo token, a Food token, a Cannonball token and a Wood
token. Each player chooses one of the trait cards and places it light colored side up.
Alert. +1 success if at least one success is rolled in Crow’s Nest. May cancel one Anchor per Exploration.
Brave: +1 success if at least one success is rolled at Helm. Cancel one Anchor when solving Enemy
problems.
Cheerful: +1 success if at least one success is rolled at Capstan. Can replenish a token instead of generating
a special effect when a Treasure Chest is rolled.
Cooperative: +1 success if at least one success is rolled at Maps. Can reroll one Anchor once during a
problem as long as one other player has attempted the problem at least once.
Debonaire: +1 success if at least one success is rolled at Sails. Needs one less coin when buying new dice.
Decisive: +1 success if at least one success is rolled at Cannons. Can expend Ammo or Cannonball token to
reroll one die when solving Enemy problems.
Friendly: +1 success if at least one success is rolled at Maps. Can expend Food token to reroll one die when
solving Castaway, Ally and Friendly Ship problems.
Generous: +1 success if at least one success is rolled at Sails. Generate one extra coin from Chests of
Treasure.
Honorable. +1 success if at least one success is rolled at Helm. May cancel one Anchor when solving
Castaway, Ally and Friendly Ship problems.
Loyal: +1 success if at least one success is rolled at Crow’s Nest. Add 1 to ship’s Hull.
Modest: +1 success if at least one success is rolled at Capstan. Cancel one Anchor per Quest.
Quick: +1 success if at least one success is rolled at Cannon. Cancel one Anchor when firing Ranged
Weapons or Cannons.
Skills
Helmsman. Used at Helm Station
Sailor. Used at Sails Station
Cannoneer. Use at Cannon Station
Marksman. Used with Guns
Swordsman. Used with Cutlass
Parley. Used to solve Talking problems
Explorer. Used to solve Exploring problems and Opportunities
Reputation
Each player starts with 0 Reputation for each one of the factions. A listing of the various factions is below.
When you complete a Quest for a Faction, you personally gain 1 extra Coin for each point of Reputation you have with
the faction.
Quests
Each player starts with one Quest, rolled on the Quest table of their choice.
Ships and the Sea
To start their voyage, the crew selects a ship. Depending on the number of players, you select a ship from the list
below. For example, if you had four players, you could select a Sloop or a Brigantine to start out with.
Ship Player Hull Hold Helm Capsta Cannon Crow’s Map Sails Oars
s n Nest
Rowboat 1 1 1 1 - - - - - 1
Sloop 1-4 3 5 1 1 1 1 1 1 -
Brigantine 3-6 5 9 1 1 2 1 1 2 -
Galleon 5+ 9 13 1 1 3 1 1 3 -
Each ship has multiple stations which are used during Travel, and their function is listed below. Players are free to choose
their station on the ship, or may simply be on deck or in the hold during Travel. Only one player can occupy a given
station at a time, and it takes an action to switch stations.
Stations
Helm. At the Helm, you can perform one of the following actions.
Maneuver. You roll to solve the Travel problem.
Evade. You attempt to solve the Ship is Following problem or Rocks problem. If you gain 1 or more
Treasure Chest against a Following Ship, you can Increase or Decrease the Range by one
Ram. You must be at Melee Range to an enemy ship. You attempt to solve an Enemy (Ship) problem.
Capstan. At the Capstan, you can perform one of the following actions.
Weigh/Drop Anchor. You must be at the first distance click or last distance timer. You roll to solve the
Travel problem.
Pause/Continue Voyage. You must get 1 success per size of the ship (Sloop = 1, Brigantine = 2, Galleon =
3) to stop or start the ship moving.
Cannon. At the Cannon, you can perform one of the following actions.
Fire! You must have a Cannonball token. You can use the cannon to attempt to solve a Ship is Following,
Enemy, Megladon or Kraken problem. When firing at targets on land, you can only fire against targets at
Long or Medium range. If you roll an Anchor, you must expend the Cannonball token. A Cannon success
counts as 1 Victory against Ships, and as 3 Victories against Enemies.
o Enemy Range Long: -1 Victory
o Enemy Range Medium: No change
o Enemy Range Close: Treasure Chest is 3 Victories
o Enemy Range Melee: +1 Victory, Treasure Chest is 3 Victories, cannot target non-ships
Harpoon Retrieval. You attempt to resolve an Opportunity.
Land Ho! You shoot yourself from a Cannon to shore in an attempt to solve an Exploration problem. This
can only be used for your first Exploration attempt. If you roll an Anchor, you take a Wound.
Crow’s Nest. At the Crow’s Nest, you can perform one of the following actions.
Lookout. You roll to solve the Travel problem.
Parley. You roll to solve a Ship Following or Enemy problem.
Snipe. You must have an Ammo token, and be using a Long Range weapon. You roll to solve an Enemy
problem. If you roll an Anchor, you expend the Ammo token.
Deck. On the deck, you can perform one of the following actions.
Attack. You attempt to solve Boarders or a Ship is Following problem.
Parley. You attempt to solve Boarders or a Ship is Following problem.
Encourage. Choose a player. That player adds 2 dice to their attempt to solve a problem.
Retrieve. You go Overboard to solve an Opportunity problem.
Fish. Diff 2/U. You gain 1 Food Token. Danger: Anchor lose all Victories
Hold. In the Hold, you cannot be knocked Overboard, and you can perform one of the following actions.
Repair. You can repair a Hull point
Bail. You can remove one point of Water from a Leak.
Reequip. You can replenish any expended Tokens from the ship’s stores
Cook. Diff 1/U. You transform one food token, chicken or pig into two food tokens. Interrupt: Anchor
Destroy food token
Map. At the Map, you cannot be knocked overboard, and you can perform one of the following actions.
Propose. You can propose a Quest, making it active.
Navigate. If Sail Length: Quarter or better and Anchor Weighed, you can roll to solve the Travel problem.
Sails. At the Sails, you can perform one of the following actions. Note that for Brigantines and Galleons, there are
multiple sail stations, but Set Sail Length or Adjust only needs to be performed from one station.
Set Sail Length. You can change the Ship’s sail’s length to adjust dice rolled.
o None. Cannot make Maneuver, Evade or Adjust rolls.
o Quarter. Reduce one die from Sail Adjust rolls, add one die to Helm Evade rolls.
o Half. No modifier to Sail Adjust, Helm Maneuver or Helm Evade rolls.
o Full. Add one die to Sail Adjust rolls, Reduce one die from Helm Evade rolls.
Adjust. If Anchor Weighed, you attempt to solve the Travel problem or Enemy is Following problem. If you
roll a Treasure Chest when resolving an Enemy is Following problem, you can Increase or Decrease the
Range by one
Oars. At the Oars, you can perform one of the following actions.
Row. You roll to solve a Travel, Following Ship or Rocks problem. Against an island, you can Row to solve
the Exploration problem. However, the last Victory to solve an Exploration problem cannot come from a
Row action.
Starting Outpost
Once the players select a ship, choose an Outpost from which to start. Starting players are encouraged to choose
Sanctuary Outpost or Golden Sands Outpost on the western side of the map to begin.
Quests
Players start the game by rolling up one Quest each, from any one Quest table below. As the game progresses,
players can acquire additional quests from Opportunities or by revisiting Outposts.
You activate a Quest by proposing it at the Map Station on the Player’s ship, and the majority of the active crew
choose to accept the Quest. The Difficulty of a Quest is increased by 1 for every 3 points of Reputation you have with the
Quest-giving organization.
Each Quest has two items – a Distance and a Reward. To complete a Quest, you must arrive at the destination
and complete a Problem as noted below.
Chest. Diff 4/4. Weak: Compass. Interrupt: Anchor A Gold Skeleton arrives at Close Range. Danger: No Successes
+1 Diff Skeleton at Middle Range Solve: Gain chest. Failed: Lose all Victories
Chicken. Diff 4/4. Interrupt: Anchor -1 timer. Solve: Gain empty Chicken cage (you must defeat a Chicken problem to
put a Chicken in the cage). For each Treasure Chest you generated, create one Chicken opportunity. Fail: Lose all
Victories.
Crate. Diff 4/4. Interrupt: Anchor A Skeleton arrives at Close Range. Solve: Gain empty Crate (you must place 4
appropriate Tokens into the crate). Fail: Lose all Victories
Pig. Diff 4/4. Interrupt: Anchor -1 timer. Solve: Gain empty Pig cage (you must defeat a Pig problem to put a Chicken in
the cage). For each Treasure Chest you generated, create one Pig opportunity Fail: Lose all Victories.
Skull. Diff 4/4. Interrupt: Anchor A Skeleton Captain arrives at Close Range. Danger: No Successes +1 Diff Skeleton at
Middle Range Solve: Gain bounty skull. Fail: Lose all Victories
Snake. Diff 4/4. Interrupt: Anchor -1 timer. Solve: Gain empty Snake basket (you must defeat a Snake problem to put a
Snake in the cage). For each Treasure Chest you generated, create one Snake problem. Fail: Lose all Victories.
When you complete a Quest, you receive the Quest item. To turn it into coins and gain any bonus coins due to
your Reputation, you must return it to the appropriate organization on an Outpost. Note that Crates must be filled (4
Tokens) before they can be turned in.
Note that a rowboat does not have a Map Station! You can adventure in a Rowboat, but not undertake quests!
Seas of Plenty Quests
These are generally easy quests for starting Pirates.
The Wilds Order of Souls Quests The Wilds Bilge Rat Quests
Devil’s Roar Order of Souls Quests Devil’s Roar Bilge Rat Quests
Advancing Values
Listed below is the cost (in coins) to raise a single skill for your character. You cannot raise a skill to +4 or +5
until all skills have been raised to +3.
Set Wind
Before setting sail, the crew must roll for the direction of the wind for the voyage. Roll a D10 and set the Wind as
follows – 1 – N, 2 – NE, 3 – E, 4- SE, 5 – S, 6 – SW, 7 – W, 8 – NW, 9 – Player’s choice, 10 – Becalmed).
If you sail into the opposite direction of the Wind, all Sails Adjust and Helm Maneuver actions roll one less die. If
you sail in the same direction as the wind, all Sails Adjust and Helm Maneuver actions roll one extra die. If the Winds are
Becalmed, ALL Sails Adjust actions and Helm Maneuver/Evade actions roll one less die.
Determine Course
Each Square on the map is 4 units of Time. You need to accumulate 4 Victories when you move from one Square
to another. If you do not solve the Square, you still move, but have an encounter before you leave the Square. Roll for
the Encounter on the appropriate Travel Encounter table.
Travel Opportunities. If you roll one or more Treasure Chests while solving the Travel problem, and have rolled no
Anchors, roll on the table below, using two dice, to see what happens.
If you wish to explore an Opportunity, you must take an action to Pause Voyage at the Capstan or Set Sail
Length: None at the Sails. You must gain a number of Victories equal to the ship’s size to stop (Sloop = 1, Brigantine =
2, Galleon = 3). You can abandon an opportunity at any time without a consequence, though any problems generated
from exploring the opportunity must be resolved normally. Travel and other Timers continue to count down while you
solve any Opportunity problems.
Adrift Rowboat. Diff 4/ 4. Interrupt: Anchor A Shark arrives at Close Range. Solved: add a Rowboat to your ship.
Fail: Remove Event.
Ash Storm. Diff 6/4. Danger: Anchor One PC takes a Wound Solved: Remove event. Failure: -2 Travel Victories
Castaway. Diff 4/4. Parley Only Solved: gain a friendly NPC crewmember. Once per player Turn, you may roll one
extra die to solve a problem. Your crew gains Interrupt: When a PC is Wound, discard the Castaway instead.
Failed: Replace with Rival Pirate (1 pirate, see Exploration Encounters).
Chest of Treasure. Diff 4/4. Interrupt: Anchor: A Shark arrives at Close Range. Solved: Gain a random Chest of
Treasure. Failed: Remove Event
Enemy Brigantine. Diff 6/4. Interrupt: Anchor 1 Hull damage, 1 Leak. Danger: Anchor close 1 Range. Solved:
Replenish 1 token per Treasure Chest rolled, gain 1 random Chest of Treasure per two Treasure Chest rolled.
Failed: Close 1 Range, 1 Hull damage. If ship is Melee Range, perform Boarding Action
Enemy Galleon. Diff 8/4. Interrupt: Anchor 1 Hull damage, 1 Leak. Danger: Anchor close 1 Range. Solved: Replenish
1 token per Treasure Chest rolled, gain 1 random Chest of Treasure per two Treasure Chest rolled. Failed: Close
1 Range, 1 Hull damage. If ship is Melee Range, perform Boarding Action
Enemy Sloop. Diff 4/4. Interrupt: Anchor 1 Hull damage, 1 Leak. Danger: Anchor close 1 Range. Solved: Replenish 1
token per Treasure Chest rolled, gain 1 random Chest of Treasure per two Treasure Chest rolled. Failed: Close 1
Range, 1 Hull damage. If ship is Melee Range, perform Boarding Action
Floating Barrels. Diff 4/4. Explore only. Interrupt: Anchor: A Shark arrives at Close Range. Solved: gain one Resource
Token. If you roll any Treasure Chests as part of the solution, gain an additional Resource Token for each
Treasure Chest. Fail: Remove Event
Friendly Ship. Diff 4/4. Interrupt: Anchor: Fail encounter. Danger: Cannoneer, Marksman or Swordsman used, Fail
encounter Solved: gain one Resource or repair one Hull. If you roll any Treasure Chest as part of the solution,
gain an additional Resource Token for each Treasure Chest. Fail: Replace with Enemy Ship Following event.
Ghost Galleon. Diff 8/4. -1 Victory at Night Interrupt: Anchor 1 Hull damage, 1 Leak Danger: Anchor close 1 Range.
Solved: Replenish 1 token per Treasure Chest rolled, gain 1 random Chest of Treasure per two Treasure Chest
rolled. Failed: Close 1 Range, 1 Hull damage. If ship is Melee Range, perform Phantom Boarding Action
Kraken Treasure. Diff 8/4. Explore only. Interrupt: Anchor: A Kraken arrives at Close Range. Solved: Gain Eye of
Kraken (8 coins). Fail: Remove Event.
Kraken. Diff 20/4. Cannot Evade or Adjust Sails, Weak: Cannonballs. Range: Close, Interrupt: Anchor: PC loses
actions until another PC rolls a Treasure Chest. Danger: Anchor -1 Victory, 1 Hull Damage, 1 Leak. Solved:
Destroyed, Gain Eye of Kraken (8 coins). Fail: All PCs at Close Range or closer take a Wound. 1 Hull Damage,
1 Leak.
Legendary Kraken. Diff 20/4. Cannot Evade or Adjust Sails, Weak: Cannonballs. Range: Close, Interrupt: Anchor:
PC loses actions until another PC rolls a Treasure Chest. Danger: Anchor -1 Victory, 1 Hull Damage, 1 Leak. No
Victories. -1 Victory, 1 Hull Damage, 1 Leak. Solved: Destroyed, Gain Eye of Kraken (8 coins). Fail: All PCs at
Close Range or closer take a Wound. 1 Hull Damage, 1 Leak.
Legendary Megalodon. Diff 15/4. Weak: Evade. Initial Range: Medium. Interrupt: Anchor 1 Hull Damage, 2 Leaks.
Danger: No Victories Close 1 Range, Solved: Replace with Megalodon Carcass if at Close Range. Fail: 1 Hull
Damage, 2 Leaks if Close Range or closer.
Megalodon Carcass. Diff 6/4. Danger: Anchor: A Shark arrives at Close Range. Solved: Gain Megalodon Meat. If
you roll any Treasure Chests as part of the solution, gain one additional Megalodon Meat per Treasure Chest.
Fail: Remove Event.
Megalodon. Diff 10/4. Weak: Evade. Initial Range: Medium. Interrupt: Anchor 1 Hull Damage, 2 Leaks. Danger:
No Victories Close 1 Range, Solved: Replace with Megalodon Carcass if at Close Range. Fail: 1 Hull Damage,
2 Leaks if Close Range or closer.
Merfolk Artifact. Diff 6/4. Interrupt: Anchor. A Shark arrives at Close Range. Solved: gain a Merfolk trident. If you
roll any Treasure Chests as part of the solution, gain a Siren’s Gem. Fail: Remove Event.
Message in a Bottle. Diff 4/4. Interrupt: Anchor: A Shark arrives at Close Range. Solved: gain a random Quest. If you
roll any Treasure Chests as part of the solution, you can reroll the nature of the Quest. Fail: Remove Event.
Rocks. Diff 4/4. Evade, Lookout or Adjust Sails only. Initial Range: Medium. Danger: Anchor close one Range; if at
Melee Range, 1 Hull Damage, 1 Leak. Solved: Remove Event. Failed: close one Range; if at Melee Range, 1
Hull Damage, 1 Leak.
Rough Seas. Diff 4/4. Evade or Set Sails only. Danger: No Victories -1 Travel Victory. Solve: Remove Event, Fail:
1 Leak.
Shipwreck. Diff 6/4. Interrupt: Anchor: A Shark arrives at Close Range. Solved: gain one Resource Token. If you roll
any Treasure Chests as part of the solution, gain one Resource token of your choice OR you may trade in 3
Treasure Chests for a Chest of Treasure. Fail: Remove Event. Ship takes 1 Hull damage.
Skeleton Fortress. Diff 6/4. Interrupt: Anchor A Skeleton Captain arrives at Close Range. Danger: No Successes +1
Diff Skeleton at Medium Range. Solve: Gain 1 Bounty Skull, plus 1 Chest of Treasure per two Treasure Chests
rolled. Fail: 1 Hull Damage
Skeleton Sloop. Diff 4/4. Weak: Evade Interrupt: Anchor 1 Hull damage, 1 Leak. Danger: Anchor close 1 Range.
Solved: Replenish 1 token per Treasure Chest rolled, gain 1 random Chest of Treasure per two Treasure Chest
rolled. Failed: Close 1 Range, 1 Hull damage. If ship is Melee Range, perform Skeleton Boarding Action
Thunderstorm. Diff 6/4. Evade or Adjust Sails only. Interrupt: Anchor 1 Hull Damage. Danger: No Victories -1
Travel Victories. Solved: Remove Event, Fail: 1 Leak.
Uncharted Isle. Diff 2/4. Interrupt: Anchor A Skeleton arrives at Close Range. Solve: Gain 1 token, plus an additional
token per Treasure Chest rolled or one Chest of Treasure per two Treasure Chests rolled. Fail: 1 Hull Damage, 1
Leak.
Wind Change. Roll 1d10 for a change in Wind (1 = N, 2 = NE, 3 = E, 4 = SE, 5 = S, 6 = SW, 7 = W, 8 = NW, 9 =
Player’s Choice, 10 = Becalmed)
Explore Island. Diff see above/4. Weak: See above. Interrupt. See Above. Treasure Chest add an Opportunity
Danger. See above. Solved: Gain 1 Token of choice, plus one additional Token per Treasure Chest rolled.
Failed: add an Encounter.
Complications
Die 1 Die 2 Result Shores of Plenty Encounters
Anchor Anchor Volcanic (Devil’s Roar only)
Anchor Bones Cursed Die 1 Die 2 Result
Anchor Gold Haunted Anchor Anchor Rival Captain
Anchor Treasure Snake Infested Anchor Bones Skeleton
Anchor Gold Rival Pirates
Bones Bones No Result Anchor Treasure Boobytrap
Bones Gold +2 Difficulty Bones Bones No Result
Bones Treasure Opportunity Bones Gold Snake
Gold Gold Siren Cursed (Ancient Isles only) Bones Treasure Skeleton
Gold Treasure Opportunity Gold Gold Phantom (Night only)
Gold Treasure Powderkeg Skeleton
Treasur Treasure Legendary (Uncharted only) Treasure Treasure Skeleton Captain
e
Ancient Isle Encounters
Wilds Opportunities
Ally. Diff 4/4. Weak: Parley. Solve: Ally joins the crew. The Ally has 2 Dice, can man positions when on ship and help
solve Problems by adding their dice to one PCs roll a turn. If a PC would take a Wound, discard the Ally instead.
Failure: Remove event
Ammo Box. Diff - . Solved: Replenish Ammo token.
Ancient Skeleton. Diff 6/3 – Immune: Parley Weak: Cutlass. Start Range: Middle. Danger: Anchor -1 Victory and
Increase one range. Solved: Generate 1 Chest of Treasure. Failed: Remove event
Animal Cage. Diff - . Solved: Gain an Animal Cage.
Ash Storm. Diff 6/4. Interrupt: Anchor PC takes 1 Wound Danger: No Successes -1 Victory to Exploration Solved:
Remove event. Fail: All PCs take 1 Wound
Ashen Skeleton. Diff 4/4. Roll for Enemy numbers. Immune: Parley Start Range: Close. Interrupt: -2 Victory w/
Fire. Danger: Anchor reduce timer by 1 and close 1 Range. Solved: Destroyed. Failed: Close 1 range, take 1
Wound if at Close Range or closer
Barrel. Diff 1/U. Solved: Gain/Replenish 1 token of choice.
Boobytrap. Diff 4/4. Interrupt: Anchor Fail the problem. Solved: Remove the event. Fail: A PC takes 1 Wound.
Remove the event.
Chest of Treasure. Diff 4/U. Solved: Gain a random Chest of Treasure
Chicken. Diff 2/U Weak: Weapons Start Range: Middle. Interrupt: Anchor Remove event. Danger: No Successes
Increase 1 Range. Solved: Gain 1 Food token or place Chicken in Animal Cage.
Chicken or Pig. Diff 2 or 4/U Weak: Weapons Start Range: Middle. Interrupt: Anchor Remove event. Danger: No
Successes Increase 1 Range. Solved: Gain 1 Food token or place Chicken/Pig in Animal Cage.
Gold Skeleton. Diff 4/4 – Immune: Parley Weak: Guns. Roll for Enemy numbers. Start Range: Middle. Interrupt: -2
Victory w/ Cutlasses. Danger: Anchor close one range Solved: Destroyed. Failed: Close 1 range, take 1 Wound
if at Melee Range
Gunpowder Keg. Diff 2/U. Solved: Can be taken OR All PCs/Enemies in Close/Hand Range are Wounded (PCs gain 3
successes against enemies, or 1 against Ships). If taken, character gains Interrupt: When PC dies, all
PCs/Enemies in Close/Hand Range are Wounded (PCs gain 3 successes against enemies)
Gunpowder Skeleton. Diff 4/4. Immune: Parley Start Range: Middle Interrupt: When a PC dies, all PCs/Enemies in
Close/Hand Range are Wounded (PCs gain 3 successes against enemies) and Gunpowder skeleton is Destroyed.
Danger: Anchor reduce timer by 1 and close one range Solved: Destroyed, leave behind a Gunpowder Keg.
Failed: Close 1 range, all PCs/Enemies in Close/Hand Range are Wounded (PCs gain 3 successes against
enemies) and remove Gunpowder Skeleton
Lightning Storm. Diff 6/4. Explore only. Danger: Anchor PC takes a Wound. Solved: Remove event. Failure: All
PCs -1 Die.
Ocean Crawler Crab. Diff 6/4. Start Range: Close. Interrupt: Anchor -2 Victories. Danger: Cutlass -1 Victory.
Solved: Remove Crab. If you rolled any Treasure Chests as part of the solution, gain an Emerald Siren’s Gem.
Fail: A PC at Close or Melee Range takes a Wound.
Ocean Crawler Eel-lectric. Diff 4/4. Start Range: Medium. Interrupt: Anchor PC takes 1 Wound. Danger: No
Successes PC -1 Die until end of next turn. Solved: Remove Eel-lectric. If you roll any Treasure Chests as part
of the solution, gain a Sapphire Siren Gem. Fail: One PC takes a Wound and all PCs -1 Die until end of next
turn.
Ocean Crawler Hermit. Diff 4/4. Start Range: Close. Interrupt: Anchor -2 Victories from all Ocean Crawlers.
Danger: No Successes close one range. Solved: Remove Hermit. If you roll any Treasure Chests as part of the
solution, gain one Ruby Siren Gem. Fail: Close two Ranges. One PC at Melee Range takes 1 Wound.
Merfolk Artifact. Diff 6/4. Interrupt: Anchor. An Ocean Crawler Hermit arrives at Close Range. Solved: gain a
Merfolk trident. If you roll any Treasure Chests as part of the solution, gain a Siren’s Gem. Fail: Remove
Event.
Message in a Bottle. Gain a Quest.
Phantom. Diff 4/4 – Weak: Daylight/Lantern. Roll for Enemy numbers. Interrupt: Darkness -2 Victory. Danger:
Anchor -1 Victory, close 1 Range. Solved: Destroyed Failed: Close 1 range, take 1 Wound if at Middle Range or
closer
Pig. Diff 4/U Weak: Weapons Start Range: Middle. Interrupt: Anchor Remove event. Danger: No Successes
Increase 1 Range. Solved: Gain 1 Food token or place Pig in Animal Cage.
Plant Skeleton. Diff 4/4 – Weak: Cutlasses. Roll for Enemy numbers. Start Range: Middle. Interrupt: Anchor -1
Victory. Danger: Anchor close one range Solved: Destroyed. Failed: Close one Range, take 1 Wound if at Melee
Range
Rainstorm. Diff 4/4. Explore only Solved: Remove event. Failure: One PC -1 Die.
Rival Pirates. Diff 4/4. Roll for enemy numbers. Start Range: Middle. Interrupt: Anchor close one range. Solved:
Destroyed and gain 1 Gold Token , Failed: Close 1 range, take 1 Wound if at Middle Range or closer
Rival Captain. Diff 8/4. Start Range: Close. Interrupt: -1 Victory when first hit. Danger: Anchor: 1 Wound and close
1 Range Solved: Destroyed; if one or more Treasure Chests were rolled, gain a Chest of Treasure. Failed: Close
1 range, take 1 Wound if at Middle Range or closer.
Shadow Skeleton. Diff 4/4. – Immune: Parley Weak: Daylight/Lantern. Roll for Enemy numbers. Start Range:
Middle. Interrupt: -2 Victory in Darkness. Danger: Anchor close one range Solved: Destroyed. Failed: Close
1 range, take 1 Wound if at Melee Range
Skeleton Captain. Diff 8/4. Start Range: Close. Interrupt: -1 Victory when first hit. Danger: Anchor: 1 Wound and
close 1 Range Solved: Destroyed; if one or more Treasure Chests were rolled, gain a Bounty Skull. Failed:
Close 1 range, take 1 Wound if at Middle Range or closer
Skeleton. Diff 2/4. Roll for Enemy numbers. Immune: Parley Start Range: Middle. Danger: Anchor close one range
Solved: Destroyed. Failed: Close 1 range, take 1 Wound if at Middle Range or closer
Snake. Diff 2/4. Weak: Flute. Start Range: Close. Interrupt: Anchor -1 Die. Solved: Remove Snake or place it in a
Animal Crate. Failure: -1 Die.
Steam Vents. Diff 4/4. Danger: Anchor PC -1 Die. Solved: Remove Event. Failure: One PC takes a Wound
Storage Crate. Diff 1/U. Solved: Gain Storage Crate. Roll for contents.
Treasure Map. Diff –. Gain a Quest.
Enemy Numbers
Die 1 Result
Anchor 1; subtract 1 from Difficulty
Bones 2; no modifier to Difficulty
Gold 3: add +1 enemy
Treasur 4; add +2 enemies
e
Special Cannonballs e
Quests
Each quest has a Difficulty and a Timer. The Timer normally begins when you reach the Destination, though
some Quests may have a Timer that starts upon accepting the Quest. A Quest whose Timer starts when it is accepted
always has a minimum Timer equal to the Travel timer to the Destination, plus 4.
If you fail a quest, you may attempt it again under normal circumstances – negate all Successes and reset the
Timer. Quests that have a Timer that start when accepted require you to return to location where you originally received
the Quest before attempting it again.
Combat
Encountered Enemies normally start at Middle Range; each encounter table specifies at what Range an enemy
starts. Track each different type of Enemies separately. If an additional Enemy of an existing type shows up, add it to the
existing group and increase the Difficulty by ½ the Difficulty of a single enemy. For example, if a 2 nd Skeleton Captain
shows up, the Difficulty goes from 8 to 12 (Skeleton Captain Diff 8, half that is 4) !
If an Enemy is not defeated when its Timer expires, you perform the actions under its Fail line. You then reset
it’s timer, but keep any Victories score against it, hopefully allowing you to defeat it if given enough time.