PIRATICAL






PIRATICAL
Players control Pirate ships in search of plunder & adventure. 

VICTORY
The first player to accumulate 100 Gold is the winner. 

PIRATE SHIPS
Pirate ships have a hull rating of 12 and a cargo space of 12.
A player can only control one ship at a time. 
A new ship costs 20 Gold. This includes one crew & one cannon

SETUP
Players start with one Pirate ship, three crew, and one cannon. 
All ships start in the Port Royal space.
Determine turn order by rolling dice. High roll goes first.

HULL RATING
Ships start out with a hull rating of 12.
If a ships hull rating is reduced to 0, it sinks and the player will 
have to buy a new ship.
If a ship sinks or is lost all cargo is also lost. 

CARGO SPACE
This is how many goods the ship can carry. 
Ships have a cargo capacity of 12 spaces.
Each crew occupies one cargo space.  
Each gun occupies one cargo space.    

CREW
If the number of crew is reduced to 0, the ship is lost, and the 
player will have to buy a new ship.
Additional crew can be hired at Port for 2 Gold each.

CANNONS
See Battles section.
Additional cannons can be purchased at Port for 2 Gold each.
You can't use more cannons then you have crew.

PORT ROYAL
Ships automatically stop on the port space.
The port is a safe harbor: Players cannot attack each other here.
Goods can be traded for an equal number of gold at port. 
Damaged hulls can be repaired for one gold per point of damage.

GOODS
Each good occupies one cargo space. 
Goods represent tobacco, rum, artwork, furniture, and other valuables.
Goods are acquired by plundering merchant ships and towns.

GOLD
Gold does not occupy cargo space.

THE BOARD
The board is a circular ring of 48 connected spaces.  
Pick one space to be Port Royal. (Space 1)
The space to the clockwise of that is space 2, and so on.
The other spaces include:
Sargasso Sea (Space 7)- Miss Next turn 
Gulf Stream (Space 13) Lower Left corner- Go again
Doldrums (Space 19)- Miss Next turn 
Deserted Island (Space 25) Upper Left corner- Dig up 1D6 Gold
Horse Latitudes (Space 31)- Miss Next turn 
Trade Winds (Space 37) Upper Right corner- Go again
Coral Reef  (Space 43)- Take 1D6 Damage to hull 
Skull & Crossbones (Spaces 10, 22, 34, 46)- Draw a card
Merchant Ship (Spaces 4, 16, 28, 40)- Plunder 1D6 Goods

BOARD AVAILABLE
Download a copy of the Board here
Thank you Terry Graham for the great graphics!

THE CARDS
Attacked by Spanish Galleon (Hull=5 Guns=2 Crew=2)
Attacked by Portugese Man-o-War (Hull=5 Guns=2 Crew=2)
Attacked by French Frigate (Hull=5 Guns=2 Crew=2)
Attacked by English Clipper (Hull=5 Guns=2 Crew=2)
Attacked by Flying Dutchman (Hull=5 Guns=2 Crew=2)
Scurvey- Loose one crew
BeriBeri- Loose one crew
Mutiny- One of your crew attacks the rest (Boarding Action)
Treasure Map- Hold this card. Discard on the deserted island dig up 4D6 Gold
Albatross- Go again
Uncharted Waters- Miss next turn. 
Hurricane- Take 1D6 hull damage. Storm
Tropical Storm- Miss next turn. Storm
Blown off course- Go back 1D6 spaces. Storm
Weather Storm- Hold Card. Negate Storm card.
Run aground- Take 1D6 hull damage
Sextant- Hold this card. Discard to Ignore any result of: Miss next turn.
Charts- Hold this card. Discard to Ignore any result of: Miss next turn.
Spyglass- Hold this card. Discard to Ignore any result of: Miss next turn.
Ivory Coast- Plunder 1D6 Goods
Saint Augustine- Plunder 1D6 Goods
Treasure Ship- Loot 3D6 Gold
Stowaway- Gain one crew
Wine, Women & Song- Miss next turn & lose 1D6 Gold
Kings Ransom- Gain 3D6 Gold
Repairs at sea- Repair 1D6 Hits for free
Shipwreck Survivors- Gain one crew
Captives- Gain one crew
Narrow Escape- Hold this card. Discard: End battle or avoid it before it begins
Whirlpool- Take 1D6 hull damage
Mermaid- Go again
Skull & Crossbones- Go again
Buccaneers- Attacked by two crew (Boarding Action)
Hostile Natives- Attacked by one crew (Boarding Action)
Blown Away- Hold this card. Cannon Card
Broadsides- Hold this card. Cannon Card
Grapeshot- Hold this card. Cannon Card
Chainshot- Hold this card. Cannon Card
Swashbuckling- Hold this card. Boarding Card
Matchlock Pistols- Hold this card. Boarding Card
Cutlass- Hold this card. Boarding Card
Medicinals- Hold this card. Discard to prevent a Crew from being killed

TURN SEQUENCE
Players take turns.
Each turn has 3 phases:
1. Movement Phase
2. Draw Phase
3. Battle Phase

MOVEMENT PHASE
Ships move clockwise. A player on his turn rolls 1D6 and moves his 
ship that many spaces. 

DRAW PHASE
Skip this phase if you land on an opponents ship.
Draw 1 card. Play that card face up.
The card immediately takes effect.

BATTLE PHASE
Battles occur between opponents ships in the same space. 
First, all ships roll one die for each cannon they have. 
Rolls of 4-5 on 1D6 inflict 1 hull damage.
Rolls of 6+ on 1D6 inflict 1 hull damage & kill 1 crew.
Discard a Cannon Card before rolling to get +2 to one such roll. 
After this exchange roll on the following table:
1D6:	Battle Action:
1-3	Conduct another round of cannon fire.
4	Boarding action.
5-6	The battle ends and the current player moves back 1D6 spaces.

BOARDING ACTIONS
Each player rolls one die for each Crew they have. 
Rolls of 5-6 on 1D6 result in an enemy Crew being killed.
Discard a Boarding card before rolling to get a +2 to a roll.	
Continue doing this until all but one side is eliminated.

FINAL NOTES
"Avast ye scurvey mates, prepare to be boarded!" 
Be sure to play in character. 

LINKS
Pirate Films
Pirate Wargames





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