PIRATES OWN GAME
INTRODUCTION
Card game for 2+ players.
VICTORY
The first player to accumulate 20 Gold in his
Buried Treasure pile wins.
THE DECKS
There are 3 Common Decks:
Pirates Own Deck
Event Deck
Plunder Deck
PIRATES OWN DECK
There are 3 types of cards:
Captains
Ships
Crew
EVENT DECK
These cards give one-time benefits.
PLUNDER DECK
There are 2 types of cards:
Treasure (Has Gold Value)
Objects (Give Advantage to a Ship it is carried on)
THE THREE SEAS
The 3 Seas:
1. The Spanish Main
2. The Barbary Coast
3. The Seven Seas
Use cards to represent the 3 Seas.
Place these cards in the Center of the Table.
DICE
Six-sided Dice are needed.
DAMAGE TOKENS
Use Tokens to keep track of Damage
STATS
There are 5 main Stats (Ratings) used in the Game:
1. Sailing
2. Gunnery
3. Boarding
4. Toughness
5. Wits
SETUP
Each player draws 4 cards from the Pirates Own Deck.
TURN SEQUENCE
Each turn has 9 Phases:
1. Fate Phase
2. Treasure Phase
3. Recruit Phase
4. Event Phase
5. Sailing Phase
6. Spanish Main Battle Phase
7. Barbary Coast Battle Phase
8. Seven Seas Battle Phase
9. Captains Phase
FATE PHASE
Each player draws 3 cards from the Pirates Own Deck and 2 from the Event Deck.
If a deck runs out, shuffle the discard and draw from it.
TREASURE PHASE
For each of the Three Seas, draw the top card from the Plunder deck and
place it face-up on top of that Sea.
If a Sea already has a Plunder card still there from the previous turn, do not
Add another Plunder card.
RECRUIT PHASE
Players may put Ships into play in front of them.
Each Ship put into play must have 1 Crew and 1 Captain card attached.
(A ship may have a maximum of 1 Captain and 1 Crew attached)
EVENT PHASE
Certain Event cards are played in this Phase.
A Ship with the Undead Trait automatically removes 1 Damage counter.
Roll once on the Magic Table if you control any Undamaged Magical Ships:
MAGIC TABLE
1D6 Effect: Notes:
1 Curses Target Ship is Lost
2 Storm Target Ship is affected by a Storm
3 Destiny Draw 1 Event Card
4 Visions Look at Opponents Hand
5 Heal Remove all Damage Counters from 1 Ship
6 Call Aid Draw 1 Pirates Own Card
SAILING PHASE
Players pick which of the 3 Seas they want their Ships to sail to this turn.
Determine the Sailing Rating of each Ship in play.
The Ship with the lowest rating is moved first.
The Ship with the highest rating is moved last.
In case of ties players roll high on 1D6 to determine turn order.
You may send each of your Ships to any of the Three Seas.
You may Choose not to send a Ship and leave it at Port.
BATTLE PHASE
There is a Battle Phase for each of the Three Seas.
Only ships assigned to a Sea in Sailing Phase may partake in a Battle.
Each Battle has 3 Segments:
Gunnery Segment
Boarding Segment
Trickery Segment
GUNNERY SEGMENT
For every level of Gunnery a Ship has, it may roll 1 six sided die.
For every roll of 6 put a Damage Counter on 1 opposing Ship.
Any ship with damage tokens equal to or greater than its Toughness is Sunk.
A Sunk ship and all attached cards are discarded.
The ship with the highest Sailing rating attacks first, and so on.
BOARDING SEGMENT
For every level of Boarding a Ship has, it may roll 1 six sided die.
For every roll of 6 put a Damage Counter on 1 opposing Ship.
Any ship with damage tokens equal to or greater than its Toughness is Sunk.
A Sunk ship and all attached cards are discarded.
All attacks are simultaneous.
TRICKERY SEGMENT
Of those remaining, the Ship with the highest Wit Rating gets the Plunder card.
If it is Treasure, place it in your Buried Treasure Pile.
If it is an Object attach it to one of your Ships at the Battle.
If Wits are tied, highest Sailing Stat wins.
If still tied, Roll high on 1D6.
CAPTAINS PHASE
A Ship that spent the Turn in Port may remove all Damage Tokens.
PIRATES OWN DECK CARD NOTATION
K = Captain
V = Ship
C = Crew
S = Sailing
G = Gunnery
B = Boarding
T = Toughness
W = Wit
UD = Undead
Luck = Pirate may Reroll 1 Dieroll during Battle
Magical = Can use Magical Cards
PIRATES OWN DECK
Card Name Type Notes
Jack Sparrow K Luck W+3 S+2 B+2
The Black Pearl S S+3 T+2 G+1
Rogues C T+2 B+1 W+1
Captain Kidd K T+1 G+1
Adventure Galley S T+1 S+2 G+1
Scallywags C T+1 B+1
Davy Jones K Magical T+3 G+1 B+1
Flying Dutchman S T+3 G+3 S+3
Crusty Crew C T+3 B+1 G+1
Admiral Horatio K W+4 S+2 G+1 B+2
HMS Endeavor S T+2 G+3 S+2
Bully Brits C T+2 B+2 G+2 S+1
The Dragon Lady K Magical W+2 G+2 B+2
Pirate Junk S T+1 S+1
Chinamen C T+1 G+1 B+1
Captain Morgan K W+3 S+1 B+2 G+1
Pirate Fleet S T+3 B+2 G+3
Buccaneers C T+2 B+2 G+1
Ghost of Redbeard K UD Magical T+2 B+2 S+1
Ghost Ship S UD T+3 S+3
Ghostly Crew C UD T+3 B+2
Black Bart K W+3 G+2 S+1
Royal Fortune S T+2 S+1 G+2
Salty Dogs C T+2 S+3 W+1
Dread Pirate Roberts K W+2 B+2 S+2
The Revenge S T+2 S+2
Cutthroats C T+1 B+2
Captain Barbossa K UD Magical W+1 B+2 S+1 T+2
Skeleton Ship S UD T+2 B+1
Skeleton Crew C UD T+3 B+2
Blackbeard K W+1 T+3 B+3 G+1
Queen Anne’s Revenge S T+1 G+1
Sea Curs C T+3 B+2
Calico Jack K T+1 S+1
The Neptune S T+1 S+1
Female Crew C T+2 B+1
Long John Silver K W+2 S+1 T+1
Hispaniola S T+1 S+2
Mutineers C T+2 B+2 W+1
Captain Hook K W+1 S+1 B+1 G+1
Jolly Roger S T+1 S+3
Ship of Fools C T+1
Captain Blood K W+2 G+1 B+2 T+1
Arabella S T+1 S+2
Freebooters C T+1 G+1 B+1 W+1
Sinbad the Sailor K Luck W+4 S+3 B+1 T+1
Stolen Ship S T+1
Corsairs C T+2 B+2 W+1
Mama Lola K W+2 Magical
Voodoo Queen S T+1
Zombies C UD T+3 B+1
Yellowbeard K S+1
The Lady Edith S T+1
Misfits C T+1
PLUNDER DECK NOTATION
T = Treasure
O = Object
X = Special
PLUNDER DECK
Card Name Type Notes
Magic Compass O S+3
Magic Sextant O S+2
Pirate Flag O B+2
Voodoo Doll O Captain Gains Special Ability: Magical
Buried Treasure X Discard & Take Treasure card from opponents Pile
Ill Gotten Loot T Gold = 2
Merchant Ship T Gold = 3
Spanish Doubloons T Gold = 4
Treasure Chest T Gold = 5
Treasure Ship T Gold = 6
Pillage Town T Gold = 7
Aztec Gold T Gold = 8
Note: There are 2 copies of each Treasure card in the deck
EVENT DECK NOTATION
PEP = Play in Event Phase
Lost = PEP Target Ship cannot be used in any Battle Phase this Turn
Storm = PEP Target Ship takes 1D6-3 Hits
EVENT DECK
Card Name Notes:
Broadsides Gunnery +6
Swashbuckling Boarding +6
Kraken Magical: Sink Target Ship
Treasure Map Wit+3
Rum Lost
Game of Chance Wit+3
Charts Sailing+3
Scurvy Lost
Trade Winds Sailing+3
Voodoo Magic Magical: PEP Roll on the Magic Table
Voodoo Talisman Magical: Negate Event card just played
Call the Wind Magical: Sailing +5
Typhoon Storm
Hurricane Storm
Whirl Pool Storm
Tidal Wave Storm
Hit Reef Storm
Doldrums Lost
Gulfstream Sailing+3
Westerlies Sailing+3
Sargasso Lost
Pursuit Sailing+3
Flee Wit+3
Ruse Wit+3
Navigate Sailing+1 or Wit+1
Set Sail Sailing+3
Becalmed Lost
Sandbar Lost
Rumors Look at next 10 cards in deck
Spy Glass Look at opponents Hand
Crows Nest Look at opponents Hand
Thief Wit+3
Scoundrel Wit+3
Landing Party Boarding+3 or Wit+1
Imprisoned Lost
Captured Lost
Trickery Wit+3
Stowaway Boarding+3 or Wit+1
Betrayal PEP Take Control of Target Ship
Treachery PEP Take Control of Target Ship
Mutiny Storm
Sea Monster Storm
Shipwrecked Storm
Catch the Wind Sailing +1 or Wit+1
Settle a Debt PEP Steal 2 Event cards from Opponent
Knives Boarding+6
Axes Boarding+6
Pikes Boarding+6
Harpoons Boarding+6
Cutlasses Boarding+6
Pistols Boarding+6
Muskets Boarding+6
Grenades Boarding+6
Darkness Boarding+6
Swivel Guns Boarding+4 or Gunnery+3
Grapeshot Boarding+4 or Gunnery+3
Rally the Men Boarding+4 or Gunnery+3
Surprise Boarding+4 or Gunnery+3
Cannonballs Gunnery+6
Run out the Guns! Gunnery+6
Chain Shot Gunnery+6
Bar Shot Gunnery+6
Hot Shot Gunnery+6
Triple Cannons Gunnery+6
Rake the Stern Gunnery+6
Blown Away! Gunnery+6
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