PIRATE FLEETS
INTRODUCTION
Pirate Themed Boardgame for 2-7 Players
VICTORY
The Game ends after each player has had 10 Turns.
The player with the most Gold wins.
If tied the player with the most Captains wins.
If still tied the player with the most ships wins.
DICE
Six sided Dice are needed.
GOLD
Use Tokens or Poker Chips to represent Gold.
CAPTAINS PAWNS
Each player gets a set of 5 pawns of a unique color.
Players start with 1 Ready Pawn.
The max number of Ready Pawns you can use is 5.
You cannot have more pawns than the number of Ships you control.
DANGER DISKS
Each player gets a set of 5 disks of a unique color.
(Same color as their pawns)
Players start with 1 Ready Disk.
For every Ready Pawn you have, you get 1 Ready Disk.
SHIPS
Players share a common set of figures (or cubes or counters)
If you lose your last ship, discard all your Pawns, Disks, Cards, and
Gold. Start over next turn with 1 Ship.
A player can have a number of ships in his Fleet.
(Historically some Pirate fleets got very large)
Note that the main way to gain Ships is by capturing ships in the
Merchant and Fleet Actions.
SUPPLY DECK
Players share a common deck of Supply cards.
Most Supply cards are used to modify Dice rolls.
Discard them when they are played.
They can be played at any (appropriate) time.
THE BOARD
The Board is a 6 x 6 Grid.
There are 36 Spaces.
Spaces are also referred to as Action Spaces.
There are 2 Types of Action Spaces:
P = Pirate Spaces
D = Danger Spaces
Each action has a Target Number (TN) in its Description.
ACTION SPACE LIST
# Action TN Type Title
1. Merchant 2 P Spanish Convoy
2. Merchant 3 P Portuguese Galleon
3. Merchant 4 P English Cargo Ship
4. Merchant 5 P French Trader
5. Mutiny 4 D Officer Mutiny
6. Mutiny 2 D Crew Mutiny
7. Storm 5 D Gale Winds
8. Storm 4 D Water Spout
9. Sickness 3 D Scurvy
10. Lost 3 D Sargasso Sea
11. Fleet 4 D Spanish Squadron
12. Fleet 3 D Frigate on Patrol
13. Haven 2 P Harbor
14. Haven 1 P Docks
15. Raid 3 P Fishing Village
16. Gambling 1 P Gambling House
17. Fleet 5 D French Flotilla
18. Merchant 1 P Treasure Fleet
19. Haven 3 P Port
20. Crew 3 P Castaways
21. Mutiny 6 D Fleet Mutiny
22. Storm 6 D Hurricane
23. Sickness 4 D Beriberi
24. Island 1 P Pirates Cove
25. Raid 4 P Town
26. Fleet 6 D English Warships
27. Duel 1 D Pirates Honor
28. Lost 5 D Lost at Sea
29. Fleet 3 D Buccaneers
30. Merchant 4 P Dutch Shipping
31. Wenches 1 D Brothel
32. Raid 5 P City
33. Crew 4 P Escaped Slaves
34. Skirmish 1 D Sea Battle
35. Trade 1 P Parley
36. Treachery 1 P Betrayal
SCALING
When playing with 2-3 players use only the first 16 Spaces.
When playing with 4-5 players use only the first 25 Spaces.
When playing with 6-7 players use all 36 Spaces.
Optional Rule: 2-3 players can also use the Island(#24).
SETUP
Shuffle the Deck.
Each player draws 2 Supply cards.
If the deck ever runs out, shuffle the discard and draw from it.
Players roll high to determine who goes first.
Play proceeds clockwise.
Each player starts with 1 Pawn, 1 Disk, and 1 Ship.
TURN SEQUENCE
Players take turns placing one 1 Ready Pawn or Disk on one Action Space.
When you place a Pawn or Disk resolve the effects of the space immediately.
Pawns are placed in P type spaces.
Disks are placed in D type spaces.
A space may contain a max of 1 pawn or disk. (If someone else has a
pawn or disk there you are shut out)
When all players have placed all their pawns and disks and all effects are
resolved, players take back their pawns and disks and the turn ends.
Max hand size is 7 cards. At the end of the turn discard excess cards.
IMPORTANT: The Turn ends when no one has any pawns or disks left OR
there are no available spaces left on the board.
ACTION SPACE EFFECTS
MERCHANT SPACES
You attack treasure laden Merchant ships.
Roll 1D6.
This counts as a Spot & Speed Roll.
If the roll is higher than the Target number gain XD6 Gold and
X Ships where X is equal to 6 minus the Target number.
If the roll is equal to or less than the Target number nothing happens.
Note that Treasure Fleets & Spanish Convoys have Escorts: When
attacking one of these first lose 6 minus 1D6 Ships (Fighting Action).
MUTINY SPACES
Your crews rebel.
Roll 1D6.
This counts as a Fighting Action.
If it is equal to or higher than the Target number nothing happens.
If it is less lose a number of ships equal to the number rolled.
STORM SPACES
Your ships encounter severe weather.
Roll 1D6.
If it is equal to or higher than the Target number nothing happens.
If it is less lose a number of ships equal to the number rolled.
SICKNESS SPACES
Your crews suffer from disease or malnutrition.
Roll 1D6.
If it is equal to or higher than the Target number nothing happens.
If it is less lose a number of ships equal to the number rolled.
FLEETS SPACES
You attack or are attacked by Navy Ships.
First you may try to escape: Roll 1D6.
This is a spot and speed Action.
On a roll of 6 or higher you escape without a fight.
If you do not escape Roll 1D6:
This counts as a Fighting Action.
If it is equal to or higher than the Target number gain a number of
ships equal to the Target Number -2.
If it is less lose a number of ships equal to the number rolled.
HAVEN SPACES
You fleet finds safe Harbor.
Roll on the Haven Table a number of times equal to the
Target Number of the Harbor.
HAVEN TABLE
1D6 Result: Notes:
1 Stores Draw 1 Supply Card
2 Market Draw 2 Supply Cards
3 Shipyard Draw 3 Supply Cards
4 Pirate Crew Gain 1 Ship
5 First Mate Gain 1 Pawn or 2 Ships
6+ Captain Gain 1 Pawn or 1D6 Gold
RAID SPACES
You attack a Settlement.
This counts as a Fighting Action.
Roll 1D6.
If it is equal to or higher than the Target number gain X Gold
where X is equal to the Target Number.
If it is less, lose a number of ships equal to the number rolled.
GAMBLING SPACE
Gain 1D6 -3 Gold (If negative lose Gold)
WENCHES SPACE
Spend some of that hard earned Gold.
Lose 1D6 Gold.
ISLAND SPACE
You go first next turn.
Draw 1 Supply Card.
DUEL SPACE
Players Captains Fight a Hand to Hand Duel.
Pick an opposing Player.
Each of you rolls 1D6.
High roll by 2 or more wins. No effect if Tied or the difference is 1.
Winner steals 1D6 Gold from Loser.
Loser loses 1 Pawn.
If that was his only pawn, he must start over as if
he had lost his last ship.
The targeted player may first attempt to escape if he wants:
Roll 1D6: This is a spot and speed Action.
On a roll of 5 or higher you escape without a fight.
If you do not escape the Duel must continue as above.
LOST SPACES
Your ships are lost or becalmed.
Roll 1D6.
If it is equal to or higher than the Target number nothing happens.
If it is less lose a random number of Supply cards equal to the number rolled.
If you have a Pawn on a Lost space, you cannot be the target of a
Duel or Skirmish or Treachery.
CREW SPACES
You discover potential recruits.
Roll 1D6.
If it is equal to or higher than the Target number gain 1 Ship.
If it is less nothing happens.
SKIRMISH SPACE
Players Fleets engage in direct conflict.
Pick an opposing Player.
Each of you rolls 1D6 -3.
Your opponent loses that many Ships.
This counts as a Fighting Action.
The player with the larger fleet get +1 to the Roll.
The targeted player may first attempt to escape if he wants:
Roll 1D6: This is a spot and speed Action.
On a roll of 5 or higher you escape without a fight.
If you do not escape the Fight must continue as above.
TRADE SPACE
Players Wheel and Deal.
Gain 2 Gold
Pick an opposing Player.
You may both trade with each other.
Things that can be traded include:
Supply Cards, Gold, Ships, Pawns (and Captain Cards),
Seating Position (Turn Order)
TREACHERY SPACE
Roll once on the Treachery Table:
TREACHERY TABLE
2D6 Result:
2-6 No Effect
7 Steal 1 Random Supply card from Opponent
8 Steal 1D6 Gold from Opponent
9 Sink 1 Ship of Opponent (Not his last) or #7
10 Steal 1 Ship from Opponent (Not his last) or #7
11 Kill 1 Captain (Pawn) of Opponent (Not his Last) or #7
12 Steal 1 Captain (Pawn) from Opponent (Not his Last) or #7
SUPPLY DECK CARD LIST
Name Notes
Rousing Speech Mutiny Roll +1 or Crew Roll +1
Promises of Booty Mutiny Roll +1 or Crew Roll +1
Inspire Fear Mutiny Roll +1 or Fight Roll +1
Pirates Code Mutiny Roll +1
Walk the Plank Mutiny Roll +1
Keelhauled Mutiny Roll +1
Rum Mutiny Roll +1
Shore Leave Sickness Roll +1 or Mutiny Roll +1
Harsh Discipline Opponents Mutiny Roll -1
Maps & Charts Lost Roll +1 or Storm Roll +1
Sextant Lost Roll +1 or Storm Roll +1
Navigation Lost Roll +1 or Storm Roll +1
Sea Worthy Storm Roll +1
Weather the Storm Storm Roll +1
Land Ho! Lost Roll +1 or Sickness Roll +1
Fruits & Vegetables Sickness Roll +1
Spoiled Food Opponents Sickness Roll -1
Coral Reefs Opponents Storm Roll -1
Repairs Gain back 1 Ship after its lost in Storm or Fight
Grapeshot Fight Roll +1
Cannons Fight Roll +1
Broadside Fight Roll +1
Swivel Guns Fight Roll +1
Boarding Action Fight Roll +1
Sweep the Decks Fight Roll +1
Hot Shot Fight Roll +1
Hook & Rapier Duel Roll +1 or Fight Roll +1
Cutlass & Pistol Duel Roll +1 or Fight Roll +1
Pike & Musket Fight Roll +1
Axe & Blunderbuss Fight Roll +1
Man-o-War Opponents Fleet Roll -1
Ships of the Line Opponents Fleet Roll -1
Scatter Opponents Merchant Roll -1
Surrender on Sight Merchant or Raid Roll +1
Marauders Merchant or Raid Roll +1
Chain Shot Spot & Speed Roll +1 or Fight Roll +1
Surprise Merchant Roll +1 or Fight Roll +1
Ambush Merchant Roll +1 or Fight Roll +1
Night Raid Merchant Roll +1 or Fight Roll +1
Catch as Catch Can Spot & Speed Roll +1
Wind at your Back Spot & Speed Roll +1
Corsairs Spot & Speed Roll +1 or Fight Roll +1
Seamanship Spot & Speed Roll +1 or Storm Roll +1
Spyglass Spot & Speed Roll +1
Crows Nest Spot & Speed Roll +1
Catch the Wind Spot & Speed Roll +1
Buried Treasure Gain 2D6 Gold on Island
Treasure Map Steal 1D6 Gold from Opponent on Island
Ransom Captives Gain 1D6 Gold after successful Merchant
Pillage & Plunder Gain 1D6 Gold after successful Raid
Letter of Marque Negate a Fleet Action
Bribery Crew Roll +1 or Raid Roll +1
Bombardment Raid Roll +1
Carib Natives Player with Pawn at Island loses 1 Ship
Cutthroat Treachery Roll +1
Fortifications Opponents Raid Roll -1
Good Omen Reroll one of your Target Rolls
Hand of Fate Remove Target Pawn: You may go There
Fortune Smiles Remove Target Disc: You may go There
OPTIONAL CAPTAINS DECK
Draw 1 Captain card for each Ready Pawn you have.
There are 2 copies of each card in the deck.
OPTIONAL CAPTAINS DECK CARD LIST
Name: Notes:
Old Sea Dog All Storm Rolls +1
Charismatic Leader All Crew & Mutiny Rolls +1
Navigator All Lost Rolls +1
Swashbuckler All Fight Rolls +1
Eagle Eye All Spot & Sea Rolls +1
Duelist All Duel & Mutiny Rolls +1
Strategist All Fleet & Raid Rolls +1
Logistician All Sickness Rolls +1 & Hand Size +1
Gambler All Gambler & Haven Table Rolls +1
Treacherous Cur All Treachery Table Rolls +1
Privateer All Merchant Rolls +1
Gentleman Pirate When you gain ships gain 1 extra
Lucky You have 1 less Disk
Scavenger When you gain supply cards gain 1 extra
Coward All Escape Rolls +1
Shrewd Bargainer When you gain gold gain 1 extra
Lady Pirate All Duel Rolls +1 & Immune to Wench Space
Legendary You may place 1 pawn/turn on an occupied space
LINKS
Pirate Tactics