Pirates Database

Check out @meepleswoodworking on Instagram for more info about the creator.
Big thanks to pirateswithben.com for much of this information.
If you want to link a search to someone else, just add "?s=" and the text you want to search.
Example: https://tilorfire27.github.io/PiratesCSGDB/index.html?s=DJC-001

Points: *Coming Soon*
Masts: 0 1 2 3 4 5 6 8 10
Cargo: 0 1 2 3 4 5 6 7 8 10
Base Speed: None S L S+S S+L S+S+S L+L D T
Faction:
AmericanAmerican
Barbary CorsairBarbary Corsair
CursedCursed
EnglishEnglish
FrenchFrench
Jade RebellionJade Rebellion
MercenaryMercenary
PiratePirate
SpanishSpanish
VikingViking
Unique Treasure
Neutral
All
Shareable link: https://tilorfire27.github.io/PiratesCSGDB/index.html?s=BC-088

SPN-001

RevenantPirate
Points: 15
Masts 5 Cargo 4 Base Speed L
Cannons 2L 2S 2S 2S 2L
Other ships do not block this ship's line of fire.
The Revenant ("one who returns after death") is an appropriate name for the mysterious flagship of Capitán El Fantasma and his ghostly crew.

001

SPN-002

SnipePirate
Points: 6
Masts 1 Cargo 1 Base Speed S+L
Cannons 3S
L-range cannons cannot hit this ship.
The Snipe is a fast and agile sloop whose speed is her best defense. Jack Hawkins used the Snipe to capture the Sea Nymph.

002

SPN-003

HarbingerPirate
Points: 17
Masts 5 Cargo 5 Base Speed L
Cannons 2L 2S 2S 2S 2L
You own any derelict this ship explores; both ships become docked at your home island.
The very sight of the black sails of Blackheart's flagship has caused ships to strike their colors and surrender.

003

SPN-004

ZephyrPirate
Points: 5
Masts 1 Cargo 1 Base Speed L+L
Cannons 4S
This ship gets +1 to her boarding rolls.
The Zephyr was the sloop that Calico Cat stole from Havana. Her crew is made up of the most deadly fighters Havana's slums have ever produced.

004

SPN-005

ShadowPirate
Points: 13
Masts 4 Cargo 6 Base Speed L
Cannons 4S 4L 4L 4S
This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
Taking the El Aquilino—now renamed the Shadow—launched Calico Cat into prominence. How she managed to take such a large ship is still a mystery, but the Cat now has more firepower in her quest for revenge.

005

SPN-006

PandoraPirate
Points: 11
Masts 3 Cargo 7 Base Speed L
Cannons 3S 3L 3S
This ship gets +1 to her boarding rolls.
Mastered by the mysterious and beautiful Crimson Angel, the Pandora spreads death and destruction. Unlike the evils spread by the mythological relic, however, Crimson Angel's plunderings are capricious: Some ships suffer only theft, while others are wiped out.

006

SPN-007

RevengePirate
Points: 11
Masts 4 Cargo 4 Base Speed L
Cannons 4S 4L 4L 4S
This ship gets +1 to her cannon rolls against English ships.
The Revenge was known as HMS Sedgewick before she was liberated by Genny Gallows, who gave the ship a new purpose: sending the English to their maker.

007

SPN-008

El LadronPirate
Points: 9
Masts 3 Cargo 4 Base Speed L
Cannons 2S 2S 2S
When this ship sinks another ship, you may repair one of this ship's masts.
The Thief is mastered by Robert Fagan, a London street urchin who leveraged a life of petty crime into one of piracy. Fagan remembers his poor days well, ordering his crew to strip targets of every scrap before letting them sink.

008

SPN-009

Sea NymphPirate
Points: 11
Masts 4 Cargo 3 Base Speed S+L
Cannons 3S 3L 3L 3S
If derelict, this ship gains a base move of S.
After Captain Jack Hawkins was "asked" to leave the Ballista, he worked his way back to prominence by taking the El Gama Larga, which he renamed the Sea Nymph as an insult to his former crew.

009

SPN-010

SilverbackPirate
Points: 12
Masts 3 Cargo 3 Base Speed L
Cannons 2S 4L 2S
L-range cannons cannot hit this ship.
Captain Luc de Card won the Silverback in a card game. Ironically, he later lost the French warship when he bet three kings against a full house. He remarked ruefully that he should have known better than to depend on kings, of all people.

010

SPN-011

Darkhawk IIPirate
Points: 10
Masts 4 Cargo 8 Base Speed L
Cannons 2S 3L 3L 2S
This ship’s base move becomes S when she reaches her cargo limit.
The El Pájaro Relleno was Master Bianco's favorite ship before she was captured. He once said, "Given time, I could hide most of Spain in her enormous hold."

011

SPN-012

FreedomPirate
Points: 12
Masts 3 Cargo 3 Base Speed L
Cannons 3L 2L 3L
This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
The Freedom's Captain James avoids stand-up fights. As he says, "Cannons are indiscriminate: They might hurt me—not just my crew!" Sneaking into port and stealing is much more his style.

012

SPN-013

Raven's NeckPirate
Points: 12
Masts 4 Cargo 6 Base Speed L
Cannons 3S 2L 2L 3S
Once per turn, this ship may look at one face-down treasure on any island.
The tall crows nests of the Raven's Neck provide excellent vantage points for the spotting of treasure and targets.

013

SPN-014

WindjammerPirate
Points: 9
Masts 3 Cargo 3 Base Speed S+L
Cannons 3S 2L 3S
Forts cannot shoot at this ship.
The Windjammer's nimble nature makes her a tough target, but at the cost of reduced firepower.

014

SPN-015

El BallistaPirate
Points: 9
Masts 4 Cargo 2 Base Speed S+L
Cannons 4L 4L 4L 3S
On the turn this ship is pinned, eliminate one crew from the enemy ship.
Under Spain's control, the El Ballista was considered unbeatable, but Jack Hawkins won her without firing a shot. He wanted to name her the Sea Nymph in honor of his female accomplices, but his crew decided to keep the name and lose Hawkins instead.

015

SPN-016

RecreantPirate
Points: 9
Masts 3 Cargo 4 Base Speed L
Cannons 2S 2S 2S
Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.
Sailed by a crew of buccaneers who became sharpshooters while hunting illegal game, the Recreant prefers to first eliminate enemy officers in a fight to reduce her prey's effectiveness.

016

SPN-017

TreacheryPirate
Points: 5
Masts 2 Cargo 3 Base Speed S+S
Cannons 3L 3L
English ships get +1 to their cannon rolls against this ship.
The Treachery earned her name and the eternal hatred of Her Majesty's Navy when she "guided" the fleet over a reef that splintered their hulls. Her crew later returned and looted the wrecked ships.

017

SPN-018

LongshanksPirate
Points: 6
Masts 3 Cargo 4 Base Speed S+L
Cannons 3S 3L 3S
This ship may never load the last treasure from an island.
Although they are excellent gunners, the crew of the Longshanks do not coordinate well on any other tasks, including the gathering of treasure.

018

SPN-019

El ChicoPirate
Points: 5
Masts 2 Cargo 2 Base Speed S+L
Cannons 3S 3S
Spanish ships get +1 to their cannon rolls against this ship.
The Boy," formally the El Gregorio, was a member of the armada that guarded the annual treasure fleet from Tierra Firma to Spain. Her capitan, Oro Navarro, sold the fleet's location to Blackheart, and no Spaniard will rest until Navarro and his crew are dead.

019

SPN-020

GreyhoundPirate
Points: 9
Masts 3 Cargo 3 Base Speed L
Cannons 3S 3L 3S
When this ship carries no cargo, she gets +S to her base move.
No crew trims sails like this ship's, and when her hull is empty she sprints like her namesake. Her accurate fore and aft guns were made by WeaponmMaster Charles Southwyn.

020

SPN-021

Carrion CrowPirate
Points: 4
Masts 2 Cargo 2 Base Speed S+S
Cannons 2S 2S
Eliminate one of this ship's masts when she rolls a 1 on any cannon roll.
The Carrion Crow has not had the best of luck recently, as Fernando Sanchez has twice attacked and damaged her. The result is that the ship has no money and is becoming run down.

021

SPN-022

El DoradoPirate
Points: 11
Masts 3 Cargo 2 Base Speed L
Cannons 4S 2L 4S
You own any derelict this ship explores; both ships become docked at your home island.
The Gilded One was known as the San Salvador before David "Bones" Wylie won her on a lucky die roll. His crew's talents complement his luck, with several qualified captains among them.

022

SPN-023

Royal FortunePirate
Points: 7
Masts 2 Cargo 2 Base Speed S+S
Cannons 3S 3L
Spanish crew may use their abilities on this ship.
The Royal Fortune seeks to deliver what her name implies. Manned by both buccaneers and ex-Spanish sailors, she preys on the royal fleets of all nations.

023

SPN-024

Muerta de la CoronaPirate
Points: 9
Masts 3 Cargo 3 Base Speed S+L
Cannons 3S 3L 3S
This ship gets +1 to her cannon rolls against Spanish ships.
Death to the Crown was so named by Gaspar Zuan to appease his brother's bloodlust for the throne of Spain.

024

SPN-025

Bonny KatePirate
Points: 7
Masts 2 Cargo 2 Base Speed S+L
Cannons 2S 3L
English crew may use their abilities on this ship.
The Bonny Kate is a welcoming berth to any British lad who will take an oath against all kings.

025

SPN-026

Batavian BatPirate
Points: 9
Masts 3 Cargo 2 Base Speed S+S
Cannons 4S 4L 4S
L-range cannons cannot hit this ship.
Narrow of beam and light of sail, the Batavian Bat is very nimble, but not fantastically fast. She prefers to engage from long range, making her a tough target.

026

SPN-027

VenturePirate
Points: 4
Masts 2 Cargo 2 Base Speed S+S
Cannons 3S 3L
This ship sinks when her last mast is eliminated.
Nothing ventured, nothing gained. The Venture carries more gunpowder than she should in order to double pack her guns for better range. But that makes her a potential fireworks display.

027

SPN-028

Silver DaggerPirate
Points: 11
Masts 3 Cargo 4 Base Speed S
Cannons 3S 3S 3S
This ship gets +L to her base move if she has all of her masts.
The Silver Dagger was taken from the Dutch near the island of St. Barts. She is swift when undamaged, but slothful when wounded. To prevent being slowed, she has excellent cannons stolen from the Spanish

028

SPN-029

Calico CatPirate
Points: 3
Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice.
Calico Cat (real name rumored to be Catherine) got her start only recently by stealing a Spanish sloop from Havana. She leads her crew with a dazzling smile that belies her deadly determination. Her anonymous past cannot hide her suffering, and she intends to make the crowns of Europe suffer as well.

029

SPN-030

Captain BlackheartPirate
Points: 5
This ship may move and shoot using the same move action. Once per turn, you may eliminate one of this ship's crew to give her an extra action.
Angus Skyme came to the Spanish Main in the brig of HMS Prudence. He escaped the gallows and gathered the roughest crew in the Caribbean. Blackheart shows no quarter to his victims or crew, and he has killed many of both for his amusement and profit. He still bears the scar from the duel he fought with Hawkins over Lady Arcadia de Sol.

030

SPN-031a

El FantasmaPirate
Points: 4
Link: Ghost Crew
This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
Sailing into and out of the mists, El Fantasma uses stealth as his major weapon. None know for sure whether he and his crew are even human—they seem to appear and disappear at will and are almost impossible to hit with cannons.

031a

SPN-031b

ExplorerPirate
Points: 1
This ship may dock and explore a wild island using the same move action.

031b

SPN-032a

Captain Jack HawkinsPirate
Points: 4
Link: Skyme the Monkey
This ship may move and shoot using the same move action. On the turn this ship is pinned, eliminate one crew from the enemy ship.
Hawkins was an expert marksman and poacher until he was caught and shipped to Port Royal as an indentured servant. Blackheart liberated Hawkins when he sacked Port Royal, and the pair was dynamic until a dispute over Lady Arcadia de Sol. Hawkins won the girl, but also a powerful enemy.

032a

SPN-032b

ShipwrightPirate
Points: 2
This ship may repair at sea or at any island.

032b

SPN-033a

Genny GallowsPirate
Points: 3
Link: Genny's Red Rampage
One of this ship's treasures is worth +2 gold when she docks at your home island.
Captain Gallows has hated England since the day she watched her father's neck stretched. She will attack any ship, but relishes hurting England the most. Her crew would follow her to the gates of hell, both because of her leadership and her connections on the Spanish Main.

033a

SPN-033b

ShipwrightPirate
Points: 2
This ship may repair at sea or at any island.

033b

SPN-034a

Ghost CrewPirate
Points: 6
Link: El Fantasma
This ship’s crew cannot be eliminated unless she sinks.
Some say the Ghost Crew are damned men cursed to sail these waters until they send enough souls to hell to get theirs back. Others say that El Fantasma and his crew are human, just tricky enough to terrify their opponents before they fire the first shot.

034a

SPN-034b

OarsmanPirate
Points: 1
If derelict, this ship gains a base move of S. This crew takes up no cargo space.

034b

SPN-035a

David "Bones" WileyPirate
Points: 3
Link: Lucky the Parrot
Once per turn, if this ship carries treasure and is within S of an enemy ship, you may randomly trade one treasure with that ship.
Wiley was raised and groomed for command by the dread pirate Rodriguez. When Rodriguez was killed in combat, Wiley was paralyzed by his new post. So he carved two dice out of Rodriguez's skull, allowing his mentor to guide him even in death.

035a

SPN-035b

OarsmanPirate
Points: 1
If derelict, this ship gains a base move of S. This crew takes up no cargo space.

035b

SPN-036a

Fidel ZuanPirate
Points: 2
Link: Gaspar Zuan
This ship gets +1 to her cannon rolls against Spanish ships.
Fidel Zuan loves his brother, Gaspar. He reminded himself of that every day he rotted in a Spanish prison. After finally freeing him, his brother "explained" that Fidel had been falsely accused and wrongfully imprisoned. Fidel now fights the Spanish like the devil himself.

036a

SPN-036b

MusketeerPirate
Points: 3
This ship gains one rank 3 cannon with S range cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

036b

SPN-037a

Skyme the MonkeyPirate
Points: 2
Link: Captain Jack Hawkins
Once per turn, this ship may randomly take one treasure from any ship she touches.
Lady Arcadia de Sol gifted this monkey to Jack after he saved her from Blackheart. Jack renamed him Skyme in honor of his old partner, but wishes that he hadn't: The monkey seems to have picked up some of Blackheart's more evil mannerisms.

037a

SPN-037b

MusketeerPirate
Points: 3
This ship gains one rank 3 cannon with S range cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

037b

SPN-038a

Lucky the ParrotPirate
Points: 1
Link: David "Bones" Wiley
Once per turn, this ship may look at one face-down cargo on any ship.
Bones often has Lucky fly to a ship to see what she holds. When Lucky returns, it uses its claws to "roll" dice into a stein, determining if the ship will be spared or pursued. Potential victims know that to shoot at Lucky would result in Wiley killing them and everyone they've ever met, so they leave their fate to the dice.

038a

SPN-038b

ExplorerPirate
Points: 1
This ship may dock and explore a wild island using the same move action.

038b

SPN-039a

Genny's Red RampagePirate
Points: 2
Link: Genny Gallows
This ship gets +1 to her boarding rolls.
Genny Gallows' crew have been known to kill each other for the right to wear cloth torn from the curtains of the Red Curtain bordello, which signifies membership in the Red Rampage boarding party. Rumor is that the banshees who survive a tour are treated to a night at the Red Curtain.

039a

SPN-039b

ExplorerPirate
Points: 1
This ship may dock and explore a wild island using the same move action.

039b

SPN-040a

Gaspar ZuanPirate
Points: 2
Link: Fidel Zuan
Place this crew face up during setup. Reduce the cost of all other crew placed on this ship by 1.
Gaspar was given the El Picador by Spain to hunt English pirates, and his brother Fidel was kept hostage to ensure his return. But Gaspar betrayed them both by attacking the Spanish treasure fleet. Gaspar can talk anyone into joining him, even his brother. One day his lies will catch up with him, but that day is not today.

040a

SPN-040b

ShipwrightPirate
Points: 2
This ship may repair at sea or at any island.

040b

SPN-041

HMS TitanEnglish
Points: 17
Masts 5 Cargo 5 Base Speed L
Cannons 2S 2L 2L 2L 2S
Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action.
HMS Titan, the largest English ship on the Spanish Main, is the only ship that has ever wounded the mysterious Revenant. Admiral Lord Battonbrig commands the Titan with iron discipline.

041

SPN-042

HMS AlbionEnglish
Points: 5
Masts 1 Cargo 2 Base Speed L
Cannons 3S
If derelict, this ship gains a base move of S.
HMS Albion is an excellent scouting sloop. She especially shines in slow waters, sailing circles around more bulky vessels.

042

SPN-043

HMS Lord AlgernonEnglish
Points: 15
Masts 5 Cargo 3 Base Speed S
Cannons 2S 2L 2L 2L 2S
This ship ignores the first hit she takes each turn as long as she has all of her masts.
HMS Lord Algernon is constructed of double-planked American colonial hardwood, making her slow but almost cannon proof. She has come to the Spanish Main to support attacks on Spanish interests.

043

SPN-044

HMS EuropaEnglish
Points: 8
Masts 1 Cargo 1 Base Speed S+S
Cannons 3S
Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action.
The crew of the sloop HMS Europa live in fear that Commander Temple will again come aboard on a scouting mission.

044

SPN-045

HMS LeicesterEnglish
Points: 18
Masts 4 Cargo 4 Base Speed L
Cannons 3S 3L 3L 3S
This ship eliminates two masts with one hit.
HMS Leicester is currently the English fleet's most effective gunship. She features batteries of a new cannon type designed by Weapon-master Charles Southwyn.

045

SPN-046

HMS OxleyEnglish
Points: 15
Masts 3 Cargo 3 Base Speed L
Cannons 4S 4L 4S
This ship eliminates two masts with one hit.
HMS Oxley features heavy cannons that can splinter an enemy mast in a single broadside. The downside is that the guns are too heavy for the crew to maneuver quickly, reducing accuracy.

046

SPN-047

HMS King EdwardEnglish
Points: 13
Masts 4 Cargo 6 Base Speed L
Cannons 4S 4L 4L 4S
If this ship has a Captain crew, she gets +1 to her cannon rolls.
HMS King Edward, the most modern English ship in the Caribbean, is often the flagship of larger naval actions. When a senior officer is on board, her crew excels—especially her gun crew.

047

SPN-048

HMS Belle of ExeterEnglish
Points: 16
Masts 3 Cargo 3 Base Speed L
Cannons 3S 4L 3S
This ship's cannons may not be eliminated (masts still may be). If derelict, she cannot shoot.
Ironsides Exeter, as she is known to many in the Caribbean, has plate iron surrounding all her gun decks. This makes her cannons almost impossible to destroy, but her speed and cargo capacity suffer as a result.

048

SPN-049

HMS DoverEnglish
Points: 10
Masts 4 Cargo 5 Base Speed S+S
Cannons 3S 3L 3L 3S

HMS Dover is the standard of Her Majesty's Navy. She is large, well armed, has above-average cargo capacity, and is capable of reasonable speed.

049

SPN-050

HMS BolingbrokeEnglish
Points: 10
Masts 3 Cargo 3 Base Speed S+S
Cannons 2S 2L 2S
Other ships do not block this ship's line of fire.
Captain McGrath is not the most flamboyant of commanders, but his gun crew is among the best on the Spanish Main thanks to his endless training.

050

SPN-051

HMS GallowglassEnglish
Points: 6
Masts 2 Cargo 2 Base Speed S+S
Cannons 3L 3S
When this ship sinks another ship, you may repair one of this ship's masts.
HMS Gallowglass is manned by many ex-cons, including several "Bones" Wylie’s crew. These men can strip valuables from sinking ships and barely get their feet wet.

051

SPN-052

HMS BirkenheadEnglish
Points: 11
Masts 3 Cargo 4 Base Speed L
Cannons 3S 3L 3S
This ship gets +1 to her boarding rolls.
HMS Birkenhead was part of several of Sir Myngs' insertions into Spanish ports. It was outfitted with spikes and guillotine lines to aid in the repelling of boarding parties.

052

SPN-053

HMS MeresmanEnglish
Points: 6
Masts 2 Cargo 2 Base Speed S+S
Cannons 3S 3S
You may double the range of this ship's cannons each turn, but you must roll a 6 to hit.
The guns of HMS Meresman have the longest range on the Spanish Main.

053

SPN-054

HMS WycliffeEnglish
Points: 9
Masts 3 Cargo 3 Base Speed L
Cannons 2S 2L 2S
Ramming cannot eliminate this ship's masts.
HMS Wycliffe was constructed in the shipyards of Boston of incredibly strong American hardwoods. It is said that she can withstand being rammed by any ship on the Spanish Main.

054

SPN-055

HMS PlantagenetEnglish
Points: 8
Masts 2 Cargo 3 Base Speed S+L
Cannons 3S 3S
This ship gets +1 to her cannon rolls against Pirate ships.
HMS Plantagenet is a small, mercurial ship able to sail in shallow waters and up streams. This pirate hunter is manned exclusively by men who have lost everything to pirates.

055

SPN-056

HMS Lord WalpoleEnglish
Points: 10
Masts 3 Cargo 4 Base Speed L
Cannons 2S 2L 2S
When this ship hits another ship, you choose which mast is eliminated.
HMS Lord Walpole's gun crew was personally trained by Thomas Gunn, so suffice it to say they are good shots.

056

SPN-057

Admiral MorganEnglish
Points: 5
Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action.
Henry Morgan was once a feared buccaneer. Sailing under letters of marque from Sir Myngs and Governor Modyford, he became wealthy by sacking Spanish Caribbean towns. Governor Lynch sent him to England to stand trial for his crimes, but instead he was knighted and made admiral of all the English fleets on the Spanish Main.

057

SPN-058

Sir Christopher MyngsEnglish
Points: 3
Link: Myng's Marauders
Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice.
Myngs was sent to the Spanish Main to remove the Spanish. As usual, however, he wasn't given enough ships to do the job, so he pioneered the English-buccaneer fleet. He personally led the largest of these fleets against the Spanish and Dutch.

058

SPN-059a

Carbon CharlieEnglish
Points: 3
Link: Powder Pete
When this ship is docked at your home island, you may eliminate one treasure. It becomes a rank 3 cannon that shoots short range and can only be eliminated when the ship sinks.
Always covered in soot from his forge, "Carbon Charlie" makes some of the finest firearms in the world. His crowning achievement—the secret of which he will likely take to the grave—is the world's largest cannon.

059a

SPN-059b

ExplorerEnglish
Points: 1
This ship may dock and explore a wild island using the same move action.

059b

SPN-060a

Thomas Gunn the ElderEnglish
Points: 3
Link: Thomas Gunn the Younger
This ship gets +1 to her cannon rolls against Spanish ships.
Gunn's family was sailing to Jamaica when the Spanish warship El Tirón attacked. His wife was killed, and Capitán de Alva took Gunn's 18-year-old daughter, Catherine, hostage. Gunn sold his soul to the navy for ransom money, but Spain denies any knowledge of her.

060a

SPN-060b

ShipwrightEnglish
Points: 2
This ship may repair at sea or at any island.

060b

SPN-061a

Governor LynchEnglish
Points: 3
Link: Lynch's Noose
This ship gets +1 to her cannon rolls against Pirate ships.
Lynch hates pirates with a passion that defies reason. He despises Morgan for being a pirate and Myngs and Modyford for sullying the crown of England by associating with them. He often leads his fleets in pirate-hunting expeditions.

061a

SPN-061b

OarsmanEnglish
Points: 1
If derelict, this ship gains a base move of S. This crew takes up no cargo space.

061b

SPN-062a

Countess Diana DooneEnglish
Points: 2
Link: Brother Virgil
Place this crew face up during setup. Reduce the cost of all other crew placed on this ship by 1.
Countess Doone is the sweet-talking belle of English Caribbean society. Her dark secret is that she was actually shipped to the Spanish Main as an Irish indentured servant. When her ship was attacked by pirates, she took advantage of the chaos to take the possessions and personality of a rich young lady who no longer "needed" them. She has spellbound the Jamaican royal court ever since.

062a

SPN-062b

ExplorerEnglish
Points: 1
This ship may dock and explore a wild island using the same move action.

062b

SPN-063a

Myngs MaraudersEnglish
Points: 3
Link: Sir Christopher Myngs
Other ships do not block this ship's line of fire.
Myngs' most-trusted men have been with him since he was captain of the 52-gun Marston Moor. They are well trained and have deadly aim.

063a

SPN-063b

ShipwrightEnglish
Points: 2
This ship may repair at sea or at any island.

063b

SPN-064a

Thomas Gunn the YoungerEnglish
Points: 5
Link: Thomas Gunn the Elder
This ship may move and shoot using the same move action, plus. Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.
Gunn became a marine in His Majesty's Navy to seek revenge on the Spanish for his mother's death and sister's abduction, and he becomes more convinced every day that pirates deserve to die. His marksmanship is famous on the Main, as is his pension for keeping to himself.

064a

SPN-064b

MusketeerEnglish
Points: 3
This ship gains one rank 3 cannon with S range cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

064b

SPN-065a

Brother VirgilEnglish
Points: 3
Link: Countess Diana Doone
Crew of any nationality may use their abilities on this ship.
Brother Virgil has been a spiritual guide to island natives for many years. No one knows exactly which holy order he belongs to, but it apparently does not require a vow of poverty: The affable monk has grown rich from "gifts" received for placing crew on ships.

065a

SPN-065b

MusketeerEnglish
Points: 3
This ship gains one rank 3 cannon with S range cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

065b

SPN-066a

Lynch's NooseEnglish
Points: 2
Link: Governor Lynch
This ship gets +1 to her boarding rolls.
The Noose is a special unit of the King's Marines that specializes in the bloody business of boarding actions. These men are the most loyal to Governor Lynch and his quest to rid the Caribbean of pirates.

066a

SPN-066b

ExplorerEnglish
Points: 1
This ship may dock and explore a wild island using the same move action.

066b

SPN-067a

Powder PeteEnglish
Points: 2
Link: Carbon Charlie
One of this ship's treasures is worth +1 gold when she docks at your home island.
Pete is Carbon Charlie's right-hand man—mostly because he caused Charlie to lose his right arm! Powder Pete knows how to turn cannons into gold and, when they have it, gold into more gold.

067a

SPN-067b

OarsmanEnglish
Points: 1
If derelict, this ship gains a base move of S. This crew takes up no cargo space.

067b

SPN-068a

Commander TempleEnglish
Points: 6
You own any derelict this ship explores; both ships become docked at your home island.
Temple is the second son of an English nobleman in Ireland. Many say that his success has been greased with the blood of men he throws into hopeless situations and deadly boarding actions. His only weakness is his infatuation with the lovely Countess Doone.

068a

SPN-068b

ShipwrightEnglish
Points: 2
This ship may repair at sea or at any island.

068b

SPN-069

El AcorazadoSpanish
Points: 21
Masts 5 Cargo 5 Base Speed S
Cannons 2S 3L 3L 3L 2S
Two hits from the same shoot action are required to eliminate one of this ship's masts.
The captain of "The Battleship," pride of the Spanish fleet and perhaps the strongest ship ever built, claims that not even the devil himself could sink her. The mysterious pirate El Fantasma, however, may soon test that boast.

069

SPN-070

Santa TeresaSpanish
Points: 9
Masts 1 Cargo 1 Base Speed S+L
Cannons 2S
L-range cannons cannot hit this ship.
The crew of the Santa Teresa believe that their sloop is blessed by Teresa herself, for their luck has never run out.

070

SPN-071

El GaranteSpanish
Points: 21
Masts 5 Cargo 5 Base Speed L
Cannons 3S 3L 3L 3L 3S
This ship gets +1 to her cannon rolls for every friendly ship within S of her.
This is the capital ship of the Armada de Barlavento—the special fleet assigned to rid the Spanish Main of pirates. "The Guarantor" is often under the command of Almirante del Nero, who oversees his crew's competition with the El Acorazado.

071

SPN-072

La RepulsaSpanish
Points: 14
Masts 1 Cargo 2 Base Speed S+L
Cannons 3S
This ship gets +1 to her cannon rolls for every friendly ship within S of her.
The Repulse is a small but effective scout sloop. The confidence and performance of her small crew dramatically improve when she is part of a larger force.

072

SPN-073

La Joya del SolSpanish
Points: 12
Masts 4 Cargo 8 Base Speed S+S
Cannons 4S 4L 4L 4S
This ship gets +1 to her boarding rolls.
An imposing armed merchant ship, "The Jewel of the Sun" can move quickly with a large cargo. Built by a consortium of merchants, she was outfitted with decent guns, but her crew is trained in little other than repelling boarders.

073

SPN-074

El TiradorSpanish
Points: 8
Masts 3 Cargo 3 Base Speed L
Cannons 3S 3L 3S
Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.
Comandante Antonio de Silva personally trained the marines on "The Gunner" to pick off enemy crew from long range. The ship has thus become famous for leaving her opponents "headless."

074

SPN-075

L' AguilaSpanish
Points: 12
Masts 4 Cargo 5 Base Speed L
Cannons 3S 2L 2L 3S
When touching a Pirate ship, this ship may load as much of that ship's treasure as she can carry.
Under Capitán Alarico Castro, "The Eagle" has earned a fearsome reputation. Castro's crew has perfected the art of ransacking and destroying their pirate enemies. It is rumored that he keeps a portion of the spoils hidden from Spain.

075

SPN-076

Cazador Del PirataSpanish
Points: 11
Masts 3 Cargo 6 Base Speed L
Cannons 3L 3L 3L
This ship gets +1 to her cannon rolls against Pirate ships.
The crew of the "Pirate Hunter" was literally whipped into shape by the obsessive Almirante Devante del Nero. He ensured that the only thing they hated more than him was pirates.

076

SPN-077

La ResolucionSpanish
Points: 12
Masts 4 Cargo 4 Base Speed L
Cannons 2S 3L 3L 2S
Once per turn, this ship may randomly take one treasure from any ship she touches.
Capitán Alberto Ladrón was sent from the Castilian court in disgrace, his commission as capitán the only recognition of his years of royal service. He now uses the La Resolución to prepare for his triumphant return to the royal court.

077

SPN-078

Asesino de la NaveSpanish
Points: 12
Masts 3 Cargo 4 Base Speed L
Cannons 2S 2S 2S
When this ship hits an enemy ship, you may also eliminate one cargo from that ship.
The "Ship Killer" is armed with huge bore cannons capable of devastating short-range damage. Capitán Gonzalo Mora first rose to prominence on her deck.

078

SPN-079

La FuriaSpanish
Points: 12
Masts 2 Cargo 3 Base Speed L
Cannons 3S 3S
This ship eliminates two masts with one hit.
Although "The Fury" was outfitted with the same cannons as the Asesino de la Nave, she does not perform as well at short range, a fact that can be attributed only to the quality of her gun crew.

079

SPN-080

El DuqueSpanish
Points: 11
Masts 3 Cargo 4 Base Speed S+S
Cannons 4S 3L 4S
If this ship has a Captain crew, she gets +1 to her cannon rolls.
The Duke was once the largest Spanish ship permanently stationed in the Caribbean. Even though there are now larger ships in the area, the El Duque is still the fleet's flagship by virtue of her exceptional crew.

080

SPN-081

Pescados de PlataSpanish
Points: 8
Masts 2 Cargo 3 Base Speed S+S
Cannons 2S 2S
Once per turn, this ship may move S after unloading cargo.
The "Silver Fish" is fast and agile. Her crews are all ex–merchant sailors, and so they are expert cargo handlers

081

SPN-082

El Corazon del MarSpanish
Points: 8
Masts 3 Cargo 3 Base Speed L
Cannons 2S 4L 2S
If derelict, this ship gains a base move of S.
The crew of "The Heart of the Sea" certainly live up to their ship's name: They put their hearts and backs into anything they do.

082

SPN-083

El PicadorSpanish
Points: 5
Masts 2 Cargo 2 Base Speed S+S
Cannons 3S 3S

The Bullfighter was named after the story of a famous matador who went to sea after losing his leg in the arena. His spirit is said to inhabit this ship, bringing much courage to her crew.

083

SPN-084

El LeonSpanish
Points: 9
Masts 3 Cargo 3 Base Speed L
Cannons 2S 2L 2S
Ramming cannot eliminate this ship's masts.
The capitán of "The Lion" relies on his ship's incredibly strong hull and his crew's bloodthirsty nature. In combat, he favors closing in quickly and then sending boarding parties.

084

SPN-085

Capitán Alarico CastroSpanish
Points: 3
Link: Castro's Loyalists
Once per turn before you give this ship an action, roll a D6. On a 5 or 6, this ship may be given the same action twice.
Castro is a dedicated man, but ultimately not to Spain. He "overcame" his Moorish heritage to rise to the top of the Spanish Navy, but he plots against every Castilian who has wronged him. Castro does his duty, but he patiently waits to make his move.

085

SPN-086

Comandante Luys de AlvaSpanish
Points: 3
This ship gets +1 to her cannon rolls against English ships.
Some say that de Alva's influential parents are the reason for his rapid climb in the Spanish Navy; these people do not know de Alva. His singular vision is to rid the Spanish Main of foreign holdings, starting with the English and the pirates they sponsor. De Alva's biggest weakness is becoming too "involved" with his "prizes."

086

SPN-087a

Master Gunner Rogelio VazquezSpanish
Points: 5
Link: Joaquin Vega
All of this ship's cannons have L range.
Vazquez can hit a wine glass with a cannonball at 500 yards. He secretly desires to own a weapon made by the master himself, Charles Southwyn, so he searches through every treasure haul, looking for items made by the English legend.

087a

SPN-087b

ExplorerSpanish
Points: 1
This ship may dock and explore a wild island using the same move action.

087b

SPN-088a

Master BiancoSpanish
Points: 3
Link: Bianco's Haulers
This ship gets +1 cargo spaces. This crew takes up no cargo space.
This quiet, unassuming man is in demand for his unrivaled cargo-packing efficiency. But only Capitán Castro knows that Bianco always packs away something extra for himself. Bianco knows that Castro will one day require payment for his secrecy.

088a

SPN-088b

ShipwrightSpanish
Points: 2
This ship may repair at sea or at any island.

088b

SPN-089a

Fernando SanchezSpanish
Points: 5
Link: Nemesio Diaz
This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
Sanchez uses information smuggled to him by Nemesio Diaz to raid enemy ports when they are most laden with gold. Sanchez has put a price on Hawkins' head for tricking his galleon onto a reef, and he's doubled that price for Hawkins' monkey, Skyme. His expensive hatred of the monkey remains unexplained.

089a

SPN-089b

OarsmanSpanish
Points: 1
If derelict, this ship gains a base move of S. This crew takes up no cargo space.

089b

SPN-090a

Almirante Devante del NeroSpanish
Points: 3
This ship gets +1 to her cannon rolls against Pirate ships.
Almirante del Nero, commander of the Armada de Barlavento, is a man driven almost mad by his zeal to rid the Spanish Main of pirates. To fail will be to fail his duty to God. His vision is so singular that he even secretly corresponds with his nation's enemy, Governor Lynch of Jamaica.

090a

SPN-090b

ExplorerSpanish
Points: 1
This ship may dock and explore a wild island using the same move action.

090b

SPN-091a

Castro's LoyalistsSpanish
Points: 2
Link: Capitán Alarico Castro
This ship gets +1 to her boarding rolls.
Over the years, Capitán Castro has surrounded himself with loyal crew. They are hardened men who fight well and don’t question their orders, and Castro is betting on that when the time comes to change flags.

091a

SPN-091b

ShipwrightSpanish
Points: 2
This ship may repair at sea or at any island.

091b

SPN-092a

Joaquin VegaSpanish
Points: 4
Link: Master Gunner Rogelio Vazquez
This ship ignores the first hit she takes each turn as long as she has all of her masts.
Joaquin Vega is a master blacksmith. His swords rival those of Castile, and his ship armor is unparalleled the world over.

092a

SPN-092b

MusketeerSpanish
Points: 3
This ship gains one rank 3 cannon with S range cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

092b

SPN-093a

Bianco's HaulersSpanish
Points: 3
Link: Master Bianco
This ship may unload cargo at your home island if she's within S of it.
Master Bianco has a small fleet that shuttles his secret stores from the ships in the middle of the night. The strong backs and iron arms of his Haulers help to move the cargo quickly by rowboat and to defend it from curious eyes and meddling hands.

093a

SPN-093b

MusketterSpanish
Points: 3
This ship gains one rank 3 cannon with S range cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

093b

SPN-094a

Nemesio DiazSpanish
Points: 5
Link: Fernando Sanchez
Once per turn, cancel the ability of one crew or ship within S of this ship.
Nemesio Diaz (aka William Cob, Jean Parisot la Valette, and Michel van Horn) is a true son of Spain, but he spends most of his time spying on the aristocracy of Spain's enemies. He works to defeat any who would plunder the riches that are Spain's by papal decree; that is, all of the Americas.

094a

SPN-094b

ExplorerSpanish
Points: 1
This ship may dock and explore a wild island using the same move action.

094b

SPN-095a

Gonzalo MoraSpanish
Points: 2
When this ship hits another ship, you choose which mast is eliminated.
Capitán Mora is a shark who prefers surgical strikes to the blundering tactics of the English. His instincts about the weak spot of a fleet or ship are amazing, allowing his gunners to do more damage with a single shot than other crews might do with several broadsides.

095a

SPN-095b

OarsmanSpanish
Points: 1
If derelict, this ship gains a base move of S. This crew takes up no cargo space.

095b

SPN-096a

Comandante Antonio de SilvaSpanish
Points: 2
Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.
As a King's Marine, de Silva was once one of Spain's top musketeers. When he lost his right eye to a grape-shot volley fired by Christopher Myngs' ship, he feared for his career. But he learned to shoot all over again, vowing revenge on Myngs, his pirates, and all English.

096a

SPN-096b

OarsmanSpanish
Points: 1
If derelict, this ship gains a base move of S. This crew takes up no cargo space.

096b

SPN-097

Shipping Charts
Points:
Once per turn, this ship may look at one face-down cargo on any ship.

097

SPN-098

Marksman's Map
Points:
Once per turn, this ship may look at one face-down treasure on any island.

098

SPN-099

Forged Papers
Points:
This ship may dock and explore a wild island using the same move action.

099

SPN-100

Homemade Flag
Points:
Cannon ranges of enemy ships are reduced to S against this ship.

100

SPN-101

Rum
Points:
Do not give this ship an action the turn after loading Rum. Rum is worth gold equal to 6 minus the number of this ship's crew when Rum was loaded.

101

SPN-102

Plague
Points:
Eliminate all crew on this ship; she cannot dock. When she touches another ship, unload Plague onto that ship.

102

SPN-103

CaptainEnglish
Points: 3
This ship may move and shoot using the same move action.

103

SPN-104

CaptainPirate
Points: 3
This ship may move and shoot using the same move action.

104

SPN-105

CannoneerPirate
Points: 2
Once per turn, one of this ship's cannons may shoot again if it misses.

105

SPN-106

CaptainSpanish
Points: 3
This ship may move and shoot using the same move action.

106

SPN-107

CannoneerSpanish
Points: 2
Once per turn, one of this ship's cannons may shoot again if it misses.

107

SPN-108

HelmsmanPirate
Points: 2
This ship gets +S to her base move.

108

SPN-109

CannoneerEnglish
Points: 2
Once per turn, one of this ship's cannons may shoot again if it misses.

109

SPN-110

HelmsmanEnglish
Points: 2
This ship gets +S to her base move.

110

SPN-111

HelmsmanSpanish
Points: 2
This ship gets +S to her base move.

111

SPN-112

OarsmanPirate
Points: 1
If derelict, this ship gains a base move of S. This crew takes up no cargo space.

112

SPN-113

MusketeerEnglish
Points: 3
This ship gains one 3S cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

113

SPN-114

MusketeerSpanish
Points: 3
This ship gains one 3S cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

114

SPN-115

MusketeerPirate
Points: 3
This ship gains one 3S cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

115

SPN-116

ExplorerPirate
Points: 1
This ship may dock and explore a wild island using the same move action.

116

SPN-117

OarsmanSpanish
Points: 1
If derelict, this ship gains a base move of S. This crew takes up no cargo space.

117

SPN-118

OarsmanEnglish
Points: 1
If derelict, this ship gains a base move of S. This crew takes up no cargo space.

118

SPN-119

ShipwrightPirate
Points: 2
This ship may repair at sea or at any island.

119

SPN-120

ShipwrightEnglish
Points: 2
This ship may repair at sea or at any island.

120

SPN-121

ShipwrightSpanish
Points: 2
This ship may repair at sea or at any island.

121

CC-001

DeliverancePirate
Points: 19
Masts 5 Cargo 4 Base Speed S+L
Cannons 3S 3L 3L 3L 3S
Ghost Ship.
Damned souls are condemned to the Deliverance,where they commit the same atrocities that doomed them in life. This spectral ship is commanded by Wraith—an entity whose malice rivals that of the Devil.

001

CC-002

La VictoirePirate
Points: 14
Masts 5 Cargo 6 Base Speed L
Cannons 2S 3L 3L 3L 2S
French crew may use their abilities on this ship.
Le Requin's language skills and treacherous use of flags conspire to lure other ships into La Victoire's net, though he is almost chivalric toward those who serve France—after all, they are countrymen!

002

CC-003

RangerPirate
Points: 14
Masts 4 Cargo 4 Base Speed S+S
Cannons 3S 3L 3L 3S
Broadsides Attack.
Brother Virgil inspired the crew of the Ranger to become seagoing Robin Hoods —with themselves as the deserving poor! Captain Greene intends to repay Brother Virgil for his "spiritual guidance."

003

CC-004

EaglePirate
Points: 9
Masts 4 Cargo 5 Base Speed L
Cannons 3S 2L 2L 3S
Spanish ships get +1 to their cannon rolls against this ship.
As soon as marauding pirates dispatched the crew of L'Aquila, they raided Captain Alarico Castro's private supply of amontillado, the famed Spanish sherry.

004

CC-005

CassandraPirate
Points: 11
Masts 4 Cargo 6 Base Speed S+S
Cannons 4S 4L 4L 4S
Once per turn, this ship may look at one face-down cargo on any ship.
Crimson Angel is fond of ancient history, so a ship called the Cassandra suits her nicely. She believes that coupling this four-masted beauty with the Pandora will give her a leg up on the competition.

005

CC-006

ArabellaPirate
Points: 11
Masts 4 Cargo 4 Base Speed S+S
Cannons 4S 3L 3L 4S
Ramming cannot eliminate this ship's masts.
Captain Barton named the Arabella after his former mother-in-law, a woman whose corset stays were reportedly as sturdy as the ship's masts.

006

CC-007

La Morte de YarboroughPirate
Points: 10
Masts 3 Cargo 4 Base Speed L
Cannons 2L 3S 3S
On the turn this ship is pinned, eliminate one crew from the enemy ship.
While some pirates fly the skull and crossbones out of style, the crew of La Morte do so out of substance. After one of their own was killed savagely, they now feel it is their right that their hostages often have "accidents" right after their ransoms are paid.

007

CC-008

SantiagoPirate
Points: 11
Masts 3 Cargo 4 Base Speed L
Cannons 4S 4L 4S
When this ship hits an enemy ship, you may also eliminate one cargo from that ship.
Captain Alberto Ladron could care less about collecting cargo. All he cares about is refitting captured prizes so that they are worthy of a conquering hero of Spain.

008

CC-009

AmityPirate
Points: 12
Masts 3 Cargo 4 Base Speed S+S+S
Cannons 5S 5S 5S
Ghost Ship.
The Amity left England bound for the West Indies, but she never arrived. If this is the same ship, it's a pretty safe bet that she doesn't have the same crew.

009

CC-010

TreasurePirate
Points: 13
Masts 3 Cargo 3 Base Speed S+S
Cannons 2S 2S 2S
Schooner. Forts cannot hit this ship.
Some say that naming a pirate ship "the Treasure" is asking for trouble, but Captain Prentiss isn't worried: The ship's goods are stored in a warehouse in Lucina Harbor—not in her hold.

010

CC-011

AdventurePirate
Points: 9
Masts 3 Cargo 5 Base Speed L
Cannons 3S 3L 3S
Schooner. This ship gets +1 to her boarding rolls.
Captain Devereaux is so obsessed with finding an artifact called the "Eye of the Dragon" that he has threatened to keel-haul any crew who pockets even a tiny trinket from a boarded ship.

011

CC-012

Gilded MonkeyPirate
Points: 11
Masts 3 Cargo 4 Base Speed L
Cannons 4S 2L 4S
Schooner. This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
The captain of the Gilded Monkey has trained Skyme to gibber at the crew to make them load loot faster. Anyone who defies the creature usually finds an unwelcome deposit in his hammock.

012

CC-013

DukePirate
Points: 15
Masts 3 Cargo 3 Base Speed S+L
Cannons 3S 3L 3S
Schooner. L-range cannons cannot hit this ship.
Distinguished by her black hull and low profile, the agile Duke excels at frustrating long-range cannons. Calico Cat covets the vessel, and Jack Hawkins wants it only because she does.

013

CC-014

CharlesPirate
Points: 9
Masts 2 Cargo 4 Base Speed S+S
Cannons 4L 4S
If this ship has a Captain crew, she gets +1 to her cannon rolls.
These pirates describe themselves as loyal English privateers and have been heard shouting "Long live the king!" in battle—despite having no reservations about firing on English ships.

014

CC-015

Bonnie LizPirate
Points: 8
Masts 2 Cargo 5 Base Speed S+L
Cannons 3S 3S
English crew may use their abilities on this ship.
Sailing under the secret patronage of Countess Doone, the commander of the Bonnie Liz is a relatively patriotic man who charges far less ransom for English prisoners than for others.

015

CC-016

Royal JamesPirate
Points: 8
Masts 2 Cargo 3 Base Speed S+L
Cannons 2S 2S
Schooner. Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.
An ongoing competition aboard the Royal James gives bonuses for firing efficiency. One-shot kills are especially prized, and golden guineas are doubled for Spanish targets.

016

CC-017

RavenPirate
Points: 10
Masts 2 Cargo 4 Base Speed S+S+S
Cannons 2S 2S
Schooner. This ship cannot be pinned.
Captain Parrish, a man of visions, says that Branwen the White Raven protects the ship, deflecting enemy fire with her invisible wings. His claim to fame: once drinking Jack Hawkins under the table.

017

CC-018

RoverPirate
Points: 2
Masts 1 Cargo 2 Base Speed S+L
Cannons 2L
This ship’s base move becomes S when she reaches her cargo limit.
Captain Hansson has made maps of many of the small inlets that litter the Crimson Coast, which he uses as refuge when his ship's small hold becomes laden with treasure.

018

CC-019

FancyPirate
Points: 5
Masts 1 Cargo 2 Base Speed S+L
Cannons 3L
You may double the range of this ship's cannons each turn, but you must roll a 6 to hit.
To keep his crew sharp, Captain Harrison has his crew practice on larger, less-agile ships like Ville de Paris, which he would love to wrest from the simpering Phillipe du Brissac.

019

CC-020

MermaidPirate
Points: 2
Masts 1 Cargo 1 Base Speed L+L
Cannons 3S
This ship cannot carry crew.
A tiny vessel with few crew, the Mermaid is the ideal bait for greedy vessels. A favorite tactic is to have the captain's sister, Maud, masquerade as a captured noblewoman.

020

CC-021

ScepterPirate
Points: 14
Masts 1 Cargo 3 Base Speed L+L
Cannons 4S
Friendly ships within S of this ship get +1 to their cannon rolls.
First Mate William Houston has taught the crew a special code using flags and lights, allowing them to safely and quickly relay information to the main ship—usually about likely prey.

021

CC-022

Geoffery FloresPirate
Points: 6
Broadsides Attack. This ship may move and shoot using the same move action.
Flores signaled his resignation from the French Navy with the dead body of his superior officer, who referred to him as a half-breed. Captain Flores is ruthless to his prey but generous to his crew. gaston de St. Croix might have damned his soul, but Crimson Angel has shown him the gates of heaven.

022

CC-023

Crimson AngelPirate
Points: 6
Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action.
A magnificent creature drenched in the blood of her enemies, Crimson Angel is from either heaven or hell, depending on your point of view. She attacks crowns and pirates alike, seemingly loyal to none but her own. Even then, she rewards betrayal with swift and deadly vengeance, but her word is legend on the Crimson Coast.

023

CC-024

Havana BlackPirate
Points: 5
Link: Bloody Jake
This ship may move and shoot using the same move action. Once per turn, you may eliminate one of this ship's crew to give her an extra action.
Havana Black suffers no delinquency, and he revels in proving it with a cat-o-nine. Nothing raises Havana's ire faster than a slaver ship, and he particularly enjoys watching the crew of such a ship being put to the most horrible death possible—despite any pleas for leniency. It is said that even Blackheart fears this powerful ex-slave.

024

CC-025

Jack HawkinsPirate
Points: 6
Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice. This ship’s crew cannot be eliminated unless she sinks.
There are more stories about Jack Hawkins' adventures than seem possible given his age. He has taken more treasure and ships than any other pirate in the Caribbean, yet he is always broke and looking for a new ship. He courts only the most beautiful—and deadly—women, with more than his fair share of love-hate relationships, emphasis "hate."

025

CC-026

El PhantasmaPirate
Points: 5
This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn. If this crew is eliminated, place it on your home island.
Does a man seek the shadows or is he forced there by the machinations of others? Some whisper of a horrific betrayal, some of years spent isolated in a French prison, and others of unspeakable torture at the hands of the Moors. Whatever the truth, El PHantasma and his sepulchral crew do not intend to make amends for their crimes.

026

CC-027

The Hag of TortugaPirate
Points: 0
Limit. Ransom. Place this crew face up during setup. You may build your fleet using 5 more points than the game's build total. This crew cannot leave this ship unless captured or eliminated.
Creole Amelie Lejeune, better known as the "Hag of Tortuga" is a sea crone feared and respected by all the sailors on the Crimson Coast, regardless of nationality. It is said that she can commune with the dead, control the winds, and stop a man dead in his tracks with just a glance.

027

CC-028

The StumpPirate
Points: 2
Place this crew face up during setup. Reduce the cost of all other crew placed on this ship by 1.
No one knows how The Stump got his peg leg, but most are happy to buy him as many rounds as it takes to hear the latest version of the tale. He's an excellent source of gossip about the latest goings-on around the Crimson Coast, and he might even know something about the "Eye of the Dragon"—or so he says.

028

CC-029a

Le RequinPirate
Points: 3
Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice.
The mannerisms, language facility, and learned nature of the dashing Le Requin hint at a previous life of privilege. Le Requin won his first ship from Bones Wiley in a dice game, and he has proven himself a brilliant tactician and natural leader. He is on a collision course with Hawkins over the affections of the Lady De Sol.

029a

CC-029b

JonahPirate
Points: 0
Always place this crew face up; it cannot be eliminated unless its ship sinks. Crew placed on this ship cost no points, but they always each take up one cargo space. When this ship is hit, roll a d6. On a result of 5 or 6, move the crew on this ship with the highest point cost to a wild island chosen by the player to your left.
Joe didn't know who she was when he stole her meager possessions, but he would never forget the Hag of Tortuga after she cursed him. Trouble now follows Joe—and anyone around him—like lightning follows thunder. Thus he is constantly on the move (before people kill him), and he has changed his name to escape his reputation.

029b

CC-030a

Bloody JakePirate
Points: 3
Link: Havana Black
This ship gets +1 to her boarding rolls.
Bloody Jake has no trouble taking orders from Havana Black. An accomplished master of torture with a variety of implements, he genuinely enjoys carrying out his captain's commands—especially when it involves administering punishment or "encouraging" captured seamen to join Havana's bloodthirsty crew.

030a

CC-030b

Maurice AristideFrench
Points: 3
Link: Phillipe du Brissac
One of this ship's treasures is worth +2 gold when unloaded at your home island.
Hiding behind a ridiculous facade of heavy court makeup and a high wig, Maurice Aristide appears every bit the foppishly perfumed and helpless French courtier. In truth, he is a brilliant businessman with the knowledge both to find treasure on the Crimson Coast and to traffic it safely to his European accounts.

030b

CC-031

Dead Man's PointPirate
Points: 3 gold
When this fort hits a ship, you may also eliminate one cargo from that ship.
The fort at Dead Man's Point on the pirate island of Tortuga is a deadly surprise to ships moving slowly to avoid being grounded on the maze of reefs surrounding her harbor.

031

CC-032

HMS GoliathEnglish
Points: 13
Masts 5 Cargo 5 Base Speed L
Cannons 3S 3L 3L 3L 3S
This ship gets +1 to her cannon rolls against French ships.
The Goliath suffered a humiliating defeat at the hands of the French on her maiden voyage, and so Captain Sinclair and the crew have sworn to avenge the honor of their beloved ship.

032

CC-033

HMS ViceroyEnglish
Points: 11
Masts 4 Cargo 4 Base Speed L
Cannons 3S 3L 3L 3S
This ship cannot be pinned.
Bitter experience taught Captain Williams to never let his ship become entangled by a pirate or enemy ship, so he outfits every crewman with a hatchet and standing orders to abandon all other duties to use them as needed.

033

CC-034

HMS LondonEnglish
Points: 11
Masts 4 Cargo 4 Base Speed S+S
Cannons 2S 2L 2L 2S
When touching a Pirate ship, this ship may load as much of that ship's treasure as she can carry.
Much of the London's crew was pressed into service from among the brawny stevedores working the London docks, hence their skill and speed in loading their ship with captured booty.

034

CC-035

HMS AjaxEnglish
Points: 12
Masts 3 Cargo 4 Base Speed S+S
Cannons 3S 3L 3S
Broadsides Attack.
Captain Maschile benefits from the rigorous training provided by Captain Blake to his crew, many of whom sailed with Blake--until they won assignment to another ship. He relies less on the lash, but has maintained his crew's deadly skill at broadsides.

035

CC-036

HMS Lord LinetonEnglish
Points: 14
Masts 3 Cargo 3 Base Speed L
Cannons 2S 2L 2S
Schooner. This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
Made in the Americas, this new schooner design is among the fastest on the Crimson Coast. The HMS Lord Lineton excels at disguising herself to look like whatever she is not.

036

CC-037

HMS SultanEnglish
Points: 13
Masts 3 Cargo 5 Base Speed L
Cannons 3S 3S 3S
Schooner. All of this ship's cannons have L-range.
HMS Sultan's gunnery crews were all hand-trained by Weaponsmaster Charles Southwyn, which guarantees they know how to get the most out of the cannons he designed.

037

CC-038

HMS CumberlandEnglish
Points: 5
Masts 2 Cargo 4 Base Speed L
Cannons 2S 2L
Pirate ships get +1 to their cannon rolls against this ship.
The pirate Joffrey Flores stole the Cumberland from the Crown, and she was stolen from him by the Calico Cat, who returned the ship to the Crown in exchange for an imprisoned member of her crew. Flores has offered a reward to the pirate who can sink her for good.

038

CC-039

HMS GibraltarEnglish
Points: 12
Masts 2 Cargo 3 Base Speed S+S+S
Cannons 2S 2S
This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
HMS Gibraltar is a slyly humorous nickname given to it by her crew. The "Rock" is currently the fastest ship in the fleet and uses its speed and stealth to great effect against the Spanish.

039

CC-040

HMS AlexanderEnglish
Points: 8
Masts 2 Cargo 4 Base Speed S+L
Cannons 3S 3S
This ship gets +1 to her cannon rolls against French ships.
The captain of the Alexander looks for skill and experience in his crew, but also for a hatred of the French that matches the intensity of his own.

040

CC-041

HMS Lady ProvostEnglish
Points: 13
Masts 2 Cargo 6 Base Speed S+L
Cannons 4S 4S
Schooner. This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
Captain DeLancey's decision to name his schooner for his married mistress, Lady Provost Helena Morency, caused such a scandal in England that he was forced to leave the continent.

041

CC-042

HMS SwiftsureEnglish
Points: 10
Masts 1 Cargo 2 Base Speed L+L
Cannons 2S
L-range cannons cannot hit this ship.
Originally owned as a private yacht by the Owen family, the HMS Swiftsure was the price of Gryffin's commission in the Royal Navy. The Swiftsure is a flush-decked sloop, difficult for other ships to target at long range.

042

CC-043

Captain Percival BlakeEnglish
Points: 7
Broadsides Attack. This ship may move and shoot using the same move action.
Captain Blake is a strict disciplinarian who uses the lash to urge his gun crews to perfect their skills. His excessive use of the lash may, in fact, be creating more pirates from his crew then he is catching. Percival Blake sees himself as Temple's rival suitor for Countess Doone's attentions, but while she takes his gifts, she does not take him seriously.

043

CC-044

Commodore Rhys Gryffin OwenEnglish
Points: 6
Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship in your fleet may be given two actions that turn.
Owen's rich merchant family has never been accepted into society, so he went to sea to change his social standing. His unique command style of scanty discipline and huge cash rewards for success is possible only by paying his crew from his own pocket. Being a social climber himself, he has figured out Diana Doone's little secret, but since he has not revealed it, some arrangement must have been made.

044

CC-045

Dr. Forbes BeattieEnglish
Points: 5
When another face-up crew on this ship is would be eliminated turn it face down instead.
Dr. Beattie is famous throughout the fleet for being able to save wounded men who other ship's doctors would have let die. Lucky for any crew on which Dr. Beattie serves, the wise Londoner reads current medical books and prefers to use herbal remedies, including some from distant China, instead of leeches and boiling oil.

045

CC-046a

Cameron the Cabin BoyEnglish
Points: 3
This crew takes up no cargo space when revealed. When revealed, put a crew with point cost 2 or less from outside of the game onto this ship.
Cameron had dreamed of going to sea since he was a wee lad growing up on the docks of Glasgow. He stowed away and remained undetected until hunger drove him to raid the ship's stores, but has quickly proven himself as one of the hardest-working members of the crew. Rumors allege that he is an illegitimate son of Admiral Morgan.

046a

CC-046b

Administror Scott BratleyEnglish
Points: 0
Limit. Ransom. Place this crew face up during setup. You may build your fleet using 5 more points than the game's build total. This crew cannot leave this ship unless captured or eliminated.
Scott Bratley is Governor Lynch's secret to keeping the Empire's interests prospering in the Caribbean. Administrator Bratley is solely responsible for the smooth working of the fleet and the thriving trade, and seems able to summon resources out of thin air.

046b

CC-047

Fort BromptonEnglish
Points: 3 gold
This fort gets +1 to its cannon rolls when a ship is docked at it.
Fort Brompton is constantly short on soldiers, especially gunnery crews. Many rumors try to explain this, from cannibals on the island to seduction by the native girls, but the truth may simply be that the strategically placed fort has seen more than its share of deadly combat.

047

CC-048

El NeptunoSpanish
Points: 12
Masts 5 Cargo 5 Base Speed S+S
Cannons 4L 4L 4L 4L 4L
You may double the range of this ship's cannons each turn, but you must roll a 6 to hit.
The flagship of El Duque Rafael de Moreno y Rivera, El Neptuno is a tightly run ship. But out of their master's sight, the devout Catholic crew readily petitions the sea god to guide their cannonballs to the target.

048

CC-049

El ArgonautaSpanish
Points: 15
Masts 5 Cargo 5 Base Speed L
Cannons 4S 4L 4L 4L 4S
Broadsides Attack.
The crew of The Argonauta believe their ship's name to be a curse. Perhaps because the crew identifies with the Argonauts of legend, their skills are well-honed, allowing them to destroy a target ship with a single salvo.

049

CC-050

La Santa AnaSpanish
Points: 12
Masts 4 Cargo 6 Base Speed S+S
Cannons 4S 4L 4L 4S
This ship gets +1 to her cannon rolls against French ships.
While on pirate patrol along the Crimson Coast, the virulently anti-French crew nearly mutinied in order to force the captain to abandon the pirate ship they were chasing and pursue a French target instead.

050

CC-051

Matthias VosperoSpanish
Points: 12
Masts 4 Cargo 4 Base Speed S+S
Cannons 3S 3L 3L 3S
This ship gets +1 to her cannon rolls against English ships.
Capitán Raphael Vospero has taken a vow to avenge his brother, whose ship was sunk by the HMS Viceroy. Vospero uses his access to naval intelligence reports to mask his quest as service to the Crown.

051

CC-052

El RayoSpanish
Points: 17
Masts 3 Cargo 3 Base Speed S+L
Cannons 4S 4S 4S
This ship gets +1 to her cannon rolls for every friendly ship within S of her.
Built as sister ships, El Trueno (Thunder) and El Rayo (Lightning) made a deadly combination, with both ships' crews performing better when the other was there for support. El Trueno disappeared about six months ago.

052

CC-053

La TrinidadSpanish
Points: 9
Masts 3 Cargo 4 Base Speed L
Cannons 4S 4L 4S
On the turn this ship is pinned, eliminate one crew from the enemy ship.
The captain of La Trinidad benefits from a secular trinity formed of himself, Master Bianco, and Countess Amore to smuggle artifacts, rare woods and treasure along the Monkey River.

053

CC-054

La BahamaSpanish
Points: 12
Masts 3 Cargo 3 Base Speed L
Cannons 4S 4S 4S
Schooner. This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
The schooner La Bahama can dance across shoals that would bottom out larger, heavier ships, giving her the advantage when sailing among the hundreds of small islands in search of the legendary Gold Coral Caves.

054

CC-055

El San FranciscoSpanish
Points: 8
Masts 2 Cargo 5 Base Speed S+S
Cannons 2L 2S
When touching a Pirate ship, this ship may load as much of that ship's treasure as she can carry.
If it takes a thief to catch a thief, such may be the case with the captain and crew of El San Francisco, for they seem unnaturally gifted at relieving pirates of their stolen booty.

055

CC-056

El MontañezSpanish
Points: 9
Masts 2 Cargo 3 Base Speed S+S
Cannons 2S 2S
Once per turn, if this ship carries treasure and is within S of an enemy ship, you may randomly trade one treasure with that ship.
The capitán of El Montañez is an enterprising man. He reasons that sometimes it's better to barter than fight, a philosophy his crew appreciates when they see the shiny doubloons stored in the hold.

056

CC-057

El San SalvadorSpanish
Points: 8
Masts 2 Cargo 3 Base Speed S+L
Cannons 2S 2S
Schooner. Forts cannot hit this ship.
The mute capitán has trained his crew to work in complete silence. That quality, added to the schooner's sleek design, fuels the rumor that the ship can transform into a bird to slip past its enemies.

057

CC-058

La RosarioSpanish
Points: 6
Masts 1 Cargo 2 Base Speed S+S+S
Cannons 3S
This ship cannot be pinned.
La Rosario nimbly dodges the attempts of enemy ships to pin her, a skill perhaps inspired by the dashing young captain's relationship with the lovely Lady Arcadia de Sol.

058

CC-059

El Duque Rafael de Moreno y RiveraSpanish
Points: 6
Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action.
Rafael el Duque de Moreno y Rivera comes from a family made proud and rich from battles with the Moors. The current duke is incensed that Capitán Alarico Castro is in command of one of the largest Spanish ships in the Caribbean, rather than in chains, and he is constantly looking for an excuse to put the man where he belongs.

059

CC-060

Contessa Anita AmoreSpanish
Points: 0
Limit. Ransom. Place this crew face up during setup. You may build your fleet using 5 more points than the game's build total. This crew cannot leave this ship unless captured or eliminated.
After two nearly fatal "accidents" at home (possibly arranged by her husband's children, all older than her), the lovely Contessa Anita decided that it might be prudent to take a long trip until her husband passes away and she inherits everything. She has been seen in the company of both Caballero Luys de Alva and the pirate Jack Hawkins.

060

CC-061

Inquisitor Sebastián BlancoSpanish
Points: 2
Place this crew face up during setup. Reduce the cost of all other crew placed on this ship by 1.
Don Sebastián de la Peña resigned his commission as a career soldier to take up the cause of the Inquisition. His passion for his work burns clearly in his eyes. Even so, the crew with whom he serves finds it remarkably easy to discuss personal matters with the war veteran, who is really using them all as spies to find Jews and heretics.

061

CC-062a

Doctor Urbano JavierSpanish
Points: 4
When another face-up crew on this ship is would be eliminated turn it face down instead.
Doctor Urbano Javier signed on as ship's doctor in hopes of finding a cure for the virulent plague that killed his family. Amazingly, rather than being bitter about his loss, he is a kind, gentle man who cares deeply about each and every patient.

062a

CC-062b

Agustín CovasSpanish
Points: 3
This ship ignores terrain when she is given a move action (islands are not terrain).
Born and raised in Portugal, Agustín Covas attended the prestigious navigation school founded by Columbus' navigator. He sailed for the New World to distance himself from the Inquisition, but it followed, and he lives in fear of being discovered as a Jew. Olano is compelled to find enough gold to save his people, and so seeks the mythical city of El Dorado.

062b

CC-063

El Castillo del InfantaSpanish
Points: 3 gold
Once per turn, one of this fort's cannons may shoot again if it misses.
El Castillo del Infanta (Castle of the Princess) was designed to protect Lady Arcadia De Sol from the wicked world around her. Her father spared no expense, including hiring the best and most determined gunners, but ultimately it was all for naught, because the lovely lady's own desires were stronger than the stone walls constructed by her father.

063

CC-064

El Puerto BlancoSpanish
Points: 3 gold
A ship docked at this fort may use its action for the turn to look at one face-down treasure on each island.
The Escuela de Cartografia in Puerto Blanco is home to one of the greatest map collections in the world. There are legends that the maps from the library of Alexandria in ancient Egypt reside in its amazing vaults. Tended by a monastic order of mysterious origin, the thousands of maps are rumored to include the map to El Dorado.

064

CC-065

La MagnifiqueFrench
Points: 17
Masts 5 Cargo 6 Base Speed L
Cannons 3S 3L 3L 3L 3S
Broadsides Attack.
Not every ship can live up to the name "La Magnifique," but with Capitaine de St. Croix in command, this ship is just that—nigh invincible when delivering a full cannon barrage.

065

CC-066

La Ville de ParisFrench
Points: 16
Masts 5 Cargo 5 Base Speed S
Cannons 2S 2L 2L 2L 2S
This ship ignores the first hit she takes each turn as long as she has all of her masts.
Like a true Parisian lady of fashion, La Ville de Paris usually dismisses the first insult from an opposing ship—but woe betide the foe who presumes to fires a second shot!

066

CC-067

Le Dauphin RoyalFrench
Points: 14
Masts 5 Cargo 5 Base Speed L
Cannons 3S 2L 2L 2L 3S
This ship gets +1 to her cannon rolls against English ships.
Le Dauphin Royal carries both the name and the patronage of the royal family, and her loyal crew take seriously their responsibility of maintaining the honor of the nation.

067

CC-068

La PossessionFrench
Points: 13
Masts 4 Cargo 4 Base Speed S+S
Cannons 3S 3L 3L 3S
If this ship has a Captain crew, she gets +1 to her cannon rolls.
First Mate Claude Sevigny is an imposing man, both intellectually and physically. His vast maritime knowledge comes not from study but from experience sailing among the hundreds of islands under flags with fewer colors than France's.

068

CC-069

L' HerculeFrench
Points: 22
Masts 4 Cargo 3 Base Speed S+S
Cannons 3S 2L 2L 3S
This ship's cannons may not be eliminated (masts still may be). If derelict, she cannot shoot.
The crew of L'Hercule wrestle to determine the "Strongest Man Aboard" for the duration of that tour of duty. Bo'sun Bertrand le Geant is prepared to defend his title against all comers.

069

CC-070

Le St. MichelFrench
Points: 10
Masts 3 Cargo 3 Base Speed S+L
Cannons 3S 3L 3S
This ship gets +1 to her boarding rolls.
As feared as the ship is, her meticulously dressed—yet ferocious—crew is even more reviled. For a drink, The Stump will tell stories about atrocities committed "in defense of France."

070

CC-071

Le Duc de BourgogneFrench
Points: 11
Masts 3 Cargo 4 Base Speed S+S
Cannons 3L 3S 3S
This ship gets +1 to her cannon rolls against Pirate ships.
The crew of Le Duc de Bourgogne claim to have sunk more pirate ships than any other vessel on the Crimson Coast. Pirate captains everywhere yearn to sink the ship—with her crew tied to their own cannons.

071

CC-072

Le MarseillaisFrench
Points: 14
Masts 3 Cargo 4 Base Speed S+L
Cannons 2L 3S 3S
When touching a Pirate ship, this ship may load as much of that ship's treasure as she can carry.
Chef Perier believes that garlic cures anything—even scurvy—so the crew of the jaunty Le Marseillais are known for the distinctive odor that rises as they sweat from loading treasure.

072

CC-073

L' AugusteFrench
Points: 13
Masts 3 Cargo 4 Base Speed S+S
Cannons 4S 2L 4S
This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
The haughty L'Auguste will sail into any port—even the heavily gunned El Castillo del Infanta—and take whatever she wants, ignoring minor matters such as allegiance.

073

CC-074

L' OrientFrench
Points: 10
Masts 3 Cargo 3 Base Speed L
Cannons 3S 3L 3S
Schooner. Forts cannot hit this ship.
Rumor has it that "Cold Draft" ArathiIel protects L'Orient using a Chinese talisman, but no one knows for sure—she's never been boarded, and asking Starcher about it would be unwise.

074

CC-075

Le TritonFrench
Points: 10
Masts 3 Cargo 5 Base Speed S+L
Cannons 3S 3L 4S
Schooner. This ship cannot be pinned.
In combat, a member of Le Triton's crew blows the battle call on a huge conch shell to inspire the men. Geoffrey Flores covets her and the seemingly magical seashell as trophies.

075

CC-076

La CleopatreFrench
Points: 12
Masts 3 Cargo 3 Base Speed L
Cannons 2S 3L 3S
Schooner. This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
Gossipmongers claim that the ship's startlingly lifelike figurehead, modeled after the famous queen of Egypt, is instead based on Vicomtesse de Richelieu, who posed for the sculptor.

076

CC-077

La ProvenceFrench
Points: 8
Masts 2 Cargo 3 Base Speed S+L
Cannons 2S 2S
When this ship hits another ship, you choose which mast is eliminated.
Amiral Dupuy spends long hours determining the best angles of attack. He is particularly adept at using La Provence's guns to cripple ships resistant to ramming, such as El Leon.

077

CC-078

L' IntrepideFrench
Points: 5
Masts 2 Cargo 4 Base Speed S+L
Cannons 3S 3S
English ships get +1 to their cannon rolls against this ship.
The English reserve a special hatred for L'Intrepide, who true to her name goes where others fear to tread—most especially among English Royal fleet.

078

CC-079

L' AmazoneFrench
Points: 9
Masts 2 Cargo 4 Base Speed S+L
Cannons 3S 4S
This ship gets +1 to her cannon rolls against Spanish ships.
Capitaine de Heiron believes, as did his Norman ancestors, that everything in Spain actually belongs to France, and it is his duty to ensure that the stolen property is returned to its original owner.

079

CC-080

Le MercureFrench
Points: 9
Masts 2 Cargo 2 Base Speed S+S+S
Cannons 2S 2S
Schooner. This ship cannot be pinned.
Le Mercure has mastered the art of evasion, moving through enemy lines as though she were wearing the winged shoes of the messenger of the gods himself.

080

CC-081

L' ArtesienFrench
Points: 8
Masts 1 Cargo 4 Base Speed S+S+S
Cannons 4S
Once per turn, if this ship carries treasure and is within S of an enemy ship, you may randomly trade one treasure with that ship.
Some members of L'Artesien's crew know a little too much about piracy, though none have breached protocol. But Amiral Dupuy knows that Monsieur LeNoir has been leaving the ship at odd hours of the night.

081

CC-082

Le SolitaireFrench
Points: 17
Masts 1 Cargo 1 Base Speed L
Cannons 5L
Friendly ships within S of this ship get +1 to their cannon rolls.
France's allies are gladdened upon seeing Le Solitaire, for it means the powerful fleet is nearby. The little scout benefits from both good sailing and intelligence gained from Maurice Aristide's spy network.

082

CC-083

Le ColibriFrench
Points: 7
Masts 1 Cargo 3 Base Speed S
Cannons 3S
L-range cannons cannot hit this ship.
Le Colibri flits about the sea just like her hummingbird namesake. Capitaine Arnaud, the Hag of Tortuga's godson, knows the currents and winds better than any other French-born captain in the fleet.

083

CC-084

Amiral Stephan DupuyFrench
Points: 5
Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action.
Given the choice, Amiral Dupuy would much rather wear an ordinary sailor's attire than his fussy dress uniform, and he prefers to stand on the deck of his ship in a raging storm than to attend tedious staff meetings in Paris. Truly a sailor’s sailor, Dupuy's experience and intelligence have proved him worthy of his rank.

084

CC-085

Capitaine Gaston de St. CroixFrench
Points: 5
Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice. This ship gets +1 to her cannon rolls against English ships.
The bold Capitaine Gaston de St. Croix is a member of one of France's oldest and most honored families, and his dashing good looks and forays against the English have caught the eye of Vicomtesse de Richelieu. Because she outranks him, it's quite possible that her interest is personal. Her attention has thus far been discreet, but that may change soon.

085

CC-086

Vicomtesse Angelique de RichelieuFrench
Points: 3
Link: Monsieur LeNoir
Once per turn, this ship may randomly take one treasure from any ship she touches.
Vicomtesse Angelique de Richelieu's exquisite beauty belies a dangerously cunning mind. Clever and well-connected, she has established an intricate spy network whose tentacles reach all the way back to France. It is not known whether her relationship with the shadowy Monsieur LeNoir is romantic or professional, but it's safer not to inquire.

086

CC-087

Claude PerierFrench
Points: 3
This crew takes up no cargo space when revealed. When revealed, put a crew with point cost 2 or less from outside of the game onto this ship.
The first time Claude Perier poked at a steaming pot, his wise mother apprenticed him to the best chef she could find, and he sauteed and flambeed his way to the Royal Court itself. When asked how he ended up cooking in a cramped galley, he merely shrugs, but rumors of duels, poisonings, and revenge abound.

087

CC-088

Monsieur LeNoirFrench
Points: 5
Link: Vicomtesse Angelique de Richelieu
Once per turn, one crew or ship within S of this ship cannot use its ability that turn.
Despite rumors of nobility, Monsieur LeNoir prefers to cultivate a quiet and understated persona. Although never at the forefront of events, some speculate that he orchestrates them anyway, as he has ties to almost everyone. Always dressed impeccably in black, he has many lady admirers, who find his dark good looks deliciously menacing.

088

CC-089

Vicomte Jules de CisseyFrench
Points: 0
Limit. Ransom. Place this crew face up during setup. You may build your fleet using 5 more points than the game's build total. This crew cannot leave this ship unless captured or eliminated.
Not everyone who wears a fancy uniform deserves it—especially not Vicomte Jules de Cissey. Every inch the powdered puppy, his shrill demands and pretentious behavior make him generally disliked by all who meet him. He is, however, a vicomte with means, so he continues to receive his social due, though his presence adds no luster to events.

089

CC-090a

Phillipe du BrissacFrench
Points: 2
Link: Maurcie Aristide
Place this crew face up during setup. Reduce the cost of all other crew placed on this ship by 1.
Phillipe du Brissac makes a living luring ambitious men into the French navy, promising to introduce them to those with influence and power. By the time they see through his charade, they are out to sea, though it's only a matter of time before someone exposes him for the poseur he is. Fortunately, he is partially sheltered by his good friend, Maurice Aristide.

090a

CC-090b

Capitaine ArathielFrench
Points: 5
This ship may move and shoot using the same move action. Once per turn, you may eliminate one of this ship's crew to give her an extra action.
Whatever burns in Roy "Cold Draft" Arathiel's heart is more brimstone than blood, and some believe he is actually more demon than man. His reputation for cruelty surpasses even that of some of the most well-known and feared pirates on the Crimson Coast. To know "Cold Draft" is to fear him, which is exacly the way he likes it.

090b

CC-091

St. PierreFrench
Points: 3 gold
If a ship docks at this fort and unloads at least 4 gold, it may be given a second action that turn.
Informed captains know that when they dock at the port of St. Pierre, a little extra gold ensures that their cargo will be unloaded swiftly—and without a lot of questions.

091

CC-092

Scurvy
Points:
Roll a d6 at the beginning of each of your turns. On results of 4–6, eliminate a crew on this ship. Remove Scurvy from the game when this ship docks at her home island.

092

CC-093

Letter of Marque
Points:
Your ship may dock at an enemy home island and be given repair actions (only) while there. Forts cannot fire on this ship unless this ship fires on them first.

093

CC-094

Buried Treasure
Points:
This ship may not be given an action the turn after loading Buried Treasure. After loading Buried Treasure, roll a d6; Buried Treasure is worth gold equal to the result.

094

CC-095

Dry Powder
Points:
Load this treasure face down. On any one of your turns, you may turn Dry Powder face up to give this ship an extra shoot action that turn. If you do, remove Dry Powder from the game.

095

CC-096

Trees
Points:
Trees may remain face-down on its island if the ship that explores that island has all of its masts. When Trees is revealed, fully repair this ship, and then remove Trees from the game.

096

CC-097

Grease Barrels
Points:
Load this treasure face down. On any one of your turns, you may turn Grease Barrels face up to give this ship +L to her base move that turn. If you do, remove Grease Barrels from the game.

097

CC-098

Abandoned Crew
Points:
When placing treasure, you may place one or more of these crew rather than a treasure, on a one-for-one basis; you must still place the required value of gold. These crew may use their abilities on any ship. Follow all other treasure-placement and crew rules.

098

CC-099

Ghostly Encounter
Points:
Once after revealing, roll a d6 for each crew on the ship. On a result of 1, that crew is eliminated. Ghostly Encounter is worth gold equal to the crew remaining on the ship after all dice are rolled.

099

CC-100

Neptune's Figurehead
Points:
If this ship sinks, dock it fully repaired at its home island, then remove Neptune's Figurehead from the game.

100

CC-101

HelmsmanPirate
Points: 2
This ship gets +S to her base move.

101

CC-102

MusketeerPirate
Points: 3
This ship gains one S range rank 3 cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

102

CC-103

ExplorerPirate
Points: 1
This ship may dock and explore a wild island using the same move action.

103

CC-104

HelmsmanEnglish
Points: 2
This ship gets +S to her base move.

104

CC-105

MusketeerEnglish
Points: 3
This ship gains one S range rank 3 cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

105

CC-106

ExplorerEnglish
Points: 1
This ship may dock and explore a wild island using the same move action.

106

CC-107

HelmsmanSpanish
Points: 2
This ship gets +S to her base move.

107

CC-108

MusketeerSpanish
Points: 3
This ship gains one S range rank 3 cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

108

CC-109

ExplorerSpanish
Points: 1
This ship may dock and explore a wild island using the same move action.

109

CC-110

ShipwrightPirate
Points: 2
This ship may repair at sea or at any island.

110

CC-111

Chainshot SpecialistPirate
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a chainshot at a target within S range. You must declare which cannon will shoot the chainshot before rolling the d6. If the chainshot hits, do not eliminate a mast; instead, the target cannot move next turn.

111

CC-112

Chainshot SpecialistEnglish
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a chainshot at a target within S range. You must declare which cannon will shoot the chainshot before rolling the d6. If the chainshot hits, do not eliminate a mast; instead, the target cannot move next turn.

112

CC-113

Chainshot SpecialistSpanish
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a chainshot at a target within S range. You must declare which cannon will shoot the chainshot before rolling the d6. If the chainshot hits, do not eliminate a mast; instead, the target cannot move next turn.

113

CC-114

Chainshot SpecialistFrench
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a chainshot at a target within S. You must declare which cannon will shoot the chainshot before rolling the d6. If the chainshot hits, do not eliminate a mast; instead, the target cannot move next turn.

114

CC-115

CaptainAmerican
Points: 3
This ship may move and shoot using the same move action.

115

CC-116

Stinkpot SpecialistPirate
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a stinkpot at a target within S range. You must declare which cannon will shoot the stinkpot before rolling the d6. If the stinkpot hits, do not eliminate a mast; instead, the target's crew cannot use their abilities next turn.

116

CC-117

Stinkpot SpecialistEnglish
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a stinkpot at a target within S range. You must declare which cannon will shoot the stinkpot before rolling the d6. If the stinkpot hits, do not eliminate a mast; instead, the target's crew cannot use their abilities next turn.

117

CC-118

Stinkpot SpecialistSpanish
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a stinkpot at a target within S range. You must declare which cannon will shoot the stinkpot before rolling the d6. If the stinkpot hits, do not eliminate a mast; instead, the target's crew cannot use their abilities next turn.

118

CC-119

Stinkpot SpecialistFrench
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a stinkpot at a target within S range. You must declare which cannon will shoot the stinkpot before rolling the d6. If the stinkpot hits, do not eliminate a mast; instead, the target's crew cannot use their abilities next turn.

119

CC-120

ExplorerFrench
Points: 1
This ship may dock and explore a wild island using the same move action.

120

CC-121

OarsmanFrench
Points: 1
If derelict, this ship gains a base move of S. This crew takes up no cargo space.

121

CC-122

ShipwrightFrench
Points: 2
This ship may repair at sea or at any island.

122

CC-123

CannoneerFrench
Points: 2
Once per turn, one of this ship's cannons may shoot again if it misses.

123

CC-124

HelmsmanFrench
Points: 2
This ship gets +S to her base move.

124

CC-125

MusketeerFrench
Points: 3
This ship gains one S range rank 3 cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

125

CC-126

CaptainFrench
Points: 3
This ship may move and shoot using the same move action.

126

CC-127

CaptainSpanish
Points: 3
This ship may move and shoot using the same move action.

127

CC-128

CaptainPirate
Points: 3
This ship may move and shoot using the same move action.

128

CC-129

CaptainEnglish
Points: 3
This ship may move and shoot using the same move action.

129

CC-130

RoanokeAmerican
Points: 13
Masts 5 Cargo 6 Base Speed L
Cannons 4S 3L 3L 3L 4S
Pirate crew may use their abilities on this ship.
The Roanoke is a mystery, vanishing and reappearing seemingly at will. Captain Morris and his crew, including a Powhatan-native navigator, however, are not related to the true ghost ships of the Crimson Coast.

130

CC-022

Geoffery FloresPirate
Points: 6
Broadsides Attack. This ship may move and shoot using the same move action.
Flores signaled his resignation from the French Navy with the dead body of his superior officer, who referred to him as a half-breed. Captain Flores is ruthless to his prey but generous to his crew. Gaston de St. Croix might have damned his soul, but Crimson Angel has shown him the gates of heaven.

022

CC-032

HMS GoliathEnglish
Points: 13
Masts 5 Cargo 5 Base Speed L
Cannons 3S 3L 3L 3L 3S
This ship gets +1 to her cannon rolls against French ships.
The Goliath suffered a humiliating defeat at the hands of the French on her maiden voyage, and so Captain Sinclair and the crew have sworn to avenge the honor of their beloved ship.

032

CC-081

L' ArtesienFrench
Points: 8
Masts 1 Cargo 4 Base Speed S+S+S
Cannons 4S
Once per turn, if this ship carries treasure and is within S of an enemy ship, you may randomly trade one treasure with that ship.
Some members of L'Artesien's crew know a little too much about piracy, though none have breached protocol. But Amiral Dupuy knows that Monsieur LeNoir has been leaving the ship at odd hours of the night.

081

CC-095

Dry Powder
Points:
Load this treasure face down. On any one of your turns, you may turn Dry Powder face up to give this ship an extra shoot action that turn. If you do, remove Dry Powder from the game.

095

CC-201

DeliverancePirate
Points: 19
Masts 5 Cargo 4 Base Speed S+L
Cannons 3S 3L 3L 3L 3S
Ghost Ship.
Cries of agony announce the arrival of the ghost ship Deliverance as it materializes from the mist off the Crimson Coast. Those unlucky enough to serve aboard her do so for eternity.

201

CC-202

ScepterPirate
Points: 14
Masts 1 Cargo 3 Base Speed L+L
Cannons 4S
Friendly ships within S of this ship get +1 to their cannon rolls.
Jack Jenkins breathed a sigh of relief as his ship narrowly escaped the clutches of El Fantasma and his ghostly crew. Little did he know that it was his last breath as a living man.

202

CC-203

Crimson AngelPirate
Points: 6
Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action.
Only Crimson Angel has touched Wraith and lived to tell the tale. While fighting off the spirit's attack, Angel sought out Wraith for a duel. Just when it seemed she would lose, she lunged forward and kissed him! Some say Wraith melted into mist from the shock.

203

CC-204

Resurrection Codex
Points:
If this ship sinks, dock it fully repaired at its home island, then remove Resurrection Codex from the game.

204

CC-205

HMS LondonEnglish
Points: 11
Masts 4 Cargo 4 Base Speed S+S
Cannons 2S 2L 2L 2S
When touching a Pirate ship, this ship may load as much of that ship's treasure as she can carry.
The crew of the London had grand designs on the contents of the Deliverance's hold, but rather than emptying it, they found themselves filling it—with their souls.

205

CC-206

Le St. MichelFrench
Points: 10
Masts 3 Cargo 3 Base Speed S+L
Cannons 3S 3L 3S
This ship gets +1 to her boarding rolls.
Le St. Michel's crew was thought to be the terror of the Crimson Coast until they boarded a ship said to be manned by their former victims.

206

CC-207

Dead Man's PointPirate
Points: 3 gold
When this fort hits an enemy ship, you may also eliminate one cargo from that ship.
Dead Man's Point became more than just a name when the Plague killed its entire company. Now ghosts man the fort, taking over the jobs they did in life.

207

CC-208

El San SalvadorSpanish
Points: 8
Masts 2 Cargo 3 Base Speed S+L
Cannons 2S 2S
Schooner. Forts cannot hit this ship.
Dead men tell no tales, and thus the mute crew of this ship cannot share the story of how they became damned to sail the Crimson Coast as spectral sailors.

208

CC-209a

JonahPirate
Points: 0
Always place this crew face up; it cannot be eliminated unless its ship sinks. Crew placed on this ship cost no points, but they always each take up one cargo space. When this ship is hit, roll a d6. On a result of 5 or 6, move the crew on this ship with the highest point cost to a wild island chosen by the player to your left.
Since the Hag of Tortuga cursed him, Joe has brought bad luck to those around him, and thus ultimately to himself, as they seek to murder him to end their misfortunes. Now in the clutches of El Fantasma, Joe has discovered that the reach of the Hag's hex went far beyond simple murder.

209a

CC-209b

Le RequinPirate
Points: 3
Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice.
Le Requin's breadth of knowledge seems almost too much for one so young. Some claim to have seen him rise at night to meet the moon, but they are likely just jealous of his successes or his clandestine meetings with the Lady de Sol.

209b

CC-210

Ghostly VisionFrench
Points: 1
This ship may dock and explore a wild island using the same move action.

210

CC-211

La CleopatreFrench
Points: 12
Masts 3 Cargo 3 Base Speed L
Cannons 2S 3L 3S
Schooner. This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
Fast and silent as she was, one could argue that La Cleopatre acted like a ghost ship before she actually became one. Now able to disappear at will, she is almost impossible to stop.

211

CC-212

Bonnie LizPirate
Points: 8
Masts 2 Cargo 5 Base Speed S+L
Cannons 3S 3S
English crew may use their abilities on this ship.
It is said that Countess Doone lit a candle for each man lost when the Bonnie Liz was captured by El Fantasma. Her list was woefully incomplete, however, and every man she overlooked now serves Fantasma.

212

CC-213

The Hag of TortugaPirate
Points: 0
Limit. Place this crew face up during setup. You may build your fleet using 5 more points than the game's build total. This crew cannot leave this ship.
El Fantasma fears only one being—the ancient and withered Hag of Tortuga. Could it be because it is she who cursed him to forever sail the seas as a ghost after he scorned the then-young and -beautiful Amelie Lejeune?

213

CC-214

Ghost CaptainPirate
Points: 3
This ship may move and shoot using the same move action.

214

CC-215

Ghost WindPirate
Points: 2
This ship gets +S to her base move.

215

CC-301

ProvidenceAmerican
Points: 12
Masts 4 Cargo 5 Base Speed S+L
Cannons 3S 3L 3L 3S
This ship gets +1 to her cannon rolls against English ships.
The Providence sails the New England Coast looking for English warships. Rumor says a mysterious benefactor donates 5 acres of Virigina land to each sailor for each ship she sinks.

301

CC-302

DestinyAmerican
Points: 8
Masts 3 Cargo 3 Base Speed S+S
Cannons 4S 4S 4S
You may double the range of this ship's cannons each turn, but you must roll a 6 to hit.
Using Boston forged cannons and a crew that was trained by ex-english naval gunners, the Destiny is able to fire on ship before those ships even know she is there.

302

CC-303

HelmsmanAmerican
Points: 2
This ship gets +S to her base move.

303

REV-001

Black SwanPirate
Points: 13
Masts 5 Cargo 4 Base Speed S+S
Cannons 3S 3S 3S 3S 3S
Crew of any nationality may use their abilities on this ship.
Christened as an English ship, the Black Swan has since flown the flag of many other nations. She lists English, French, Spanish and Americans among her crew.

001

REV-002

Neptune's HoardPirate
Points: 12
Masts 4 Cargo 5 Base Speed S+L
Cannons 3S 3S 3S 3S
Schooner. After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.
The crew of Neptune's Hoard has mastered the fine art of negotiating the best price for their goods—then sacking the towns that can't, or won’t, meet their demands.

002

REV-003

Golden MedusaPirate
Points: 15
Masts 4 Cargo 4 Base Speed S+L
Cannons 3L 2L 2L 3S
Link: Lady Baptiste
Schooner. This ship’s crew cannot be eliminated unless she sinks.
Lady Baptiste embodies all the best qualities of Robin Hood, with the Golden Medusa as her swift sword. Her crew serves for honor, above even gold.

003

REV-004

PridePirate
Points: 13
Masts 3 Cargo 3 Base Speed S+L
Cannons 3L 2L 3L
Link: Jean Laffite, Phillipe Laffite
Schooner. Broadsides Attack.
At a distance, the Pride appears to be ideal for smuggling and making swift attacks. But if she comes alongside, concentrated fire from her cannons is the last thing a crew will see.

004

REV-005

Cursed BladePirate
Points: 11
Masts 3 Cargo 5 Base Speed S+S
Cannons 3S 3S 3S
Schooner. Once per turn, this ship may randomly take one treasure from any ship she touches.
Greed motivates El Gato, captain of the Cursed Blade. His crew have mastered many inventive tactics in order to steal an opponent’s treasure, rather than fight.

005

REV-006

Hades' FlamePirate
Points: 13
Masts 2 Cargo 4 Base Speed S+S+S
Cannons 4S 4S
Ghost Ship.
The crew of Hades’ Flame killed the voodoo priest Papa Martineau for what they considered unholy practices. His curse trapped them on the ship, and their eerie wails terrify all who hear them.

006

REV-007

ExecutionerPirate
Points: 8
Masts 2 Cargo 4 Base Speed S+S
Cannons 2L 2L
Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.
French sailors named this ship the Executioner in honor of its gunners, said to be able to take the head off a man's shoulders with a single shot.

007

REV-008

Bloody JewelPirate
Points: 6
Masts 2 Cargo 5 Base Speed S+L
Cannons 3L 3S
American ships get +1 to their cannon rolls against this ship.
The Bloody Jewel preys on merchant ships sailing to and from Charleston. Anyone who brings the ship’s masthead to Ralph David will be rewarded with a plot of Carolina land as bounty.

008

REV-009

TigerPirate
Points: 11
Masts 2 Cargo 3 Base Speed L
Cannons 4S 4S
This ship's cannons may not be eliminated (masts still may be). If derelict, she cannot shoot.
Stolen from the Spanish, the Tiger is the prize of Captain Vivas who uses the little blockade runner to sack Spanish holdings along the Crimson Coast.

009

REV-010

CutlassPirate
Points: 8
Masts 2 Cargo 3 Base Speed S+L
Cannons 2S 2S
Schooner. This ship gets +1 to her cannon rolls against forts within S of her.
Captain Swank uses the Cutlass' maneuverability to get in so close to ports that her crew is already ashore before the ship is spotted and the shore cannons loaded.

010

REV-011

PandaPirate
Points: 11
Masts 2 Cargo 4 Base Speed S+S
Cannons 2L 2L
Link: Don Pedro Gilbert
Schooner. When this ship hits an enemy ship, you may also eliminate one cargo from that ship.
The Panda, under the command of "Don" Pedro, prefers the easy prey of ships damaged in battle or by storms, attacking as they limp back to port.

011

REV-012

CoralPirate
Points: 7
Masts 1 Cargo 3 Base Speed S+L
Cannons 2L
This ship may not be shot at while docked.
In an inspired bit of engineering by a former English sailor, the Coral's main mast collapses when in port so that other ships can't target her from sea.

012

REV-013

Banshee's CryPirate
Points: 3
Masts 1 Cargo 4 Base Speed L+L
Cannons 5S
This ship cannot shoot when she carries treasure.
One of the fastest ships on the Crimson Coast, Banshee's Cry carries a cannon, but she rarely fires it. The crew prefers to concentrate on finding treasure, not fighting for it.

013

REV-014

LightningPirate
Points: 5
Masts 1 Cargo 3 Base Speed S+S
Cannons 3S
Schooner.
The Lightning was commissioned by the Americans to patrol the North Atlantic. Unfortunately for them, Captain Wright didn’t like his pay, and now uses the ship as a way to collect a higher wage.

014

REV-015

Jean LaffitePirate
Points: 5
Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship in your fleet may be given two actions that turn.
The Gentleman Pirate is so infamous in New Orleans that the French, American and Spanish leaders all have placed a bounty on his head. He has honored them with a bounty in return.

015

REV-016

'Don' Pedro GilbertPirate
Points: 5
Once per turn, you may eliminate one of this ship's crew to give her an extra action. After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.
Woodes Rogers openly scoffs at Don Pedro’s claim to a noble Spanish bloodline. The English fleet considers Gilbert the lowest of the pirates, and apprehending him its highest priority.

016

REV-017

DevereauxPirate
Points: 7
Once per turn, this ship may look at any one face-down treasure on any ship or island. This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
Originally a French privateer, Devereaux has lost his sanity to his obsession with finding the Dragon’s Eye, a gem that legend says grants the owner immortality.

017

REV-018

Lady BaptistePirate
Points: 3
Once per turn, reroll any die roll made for this ship; you must use the second die roll result.
The beautiful Lady Baptiste, considered both a hero and a scourge, has even been asked by Madame LaFontaine to be one of her girls. Her allegiance remains true to her ship and crew.

018

REV-019

The PatchPirate
Points: 3
This ship ignores terrain when she is given a move action (islands are not terrain).
How he lost his eye is a mystery, but rumors persist that he sold it to the Devil in exchange for the ability to see the shoals and reefs hidden bneath treacherous waters.

019

REV-020a

AmosPirate
Points: 3
This crew takes up no cargo space when revealed. When revealed, put a crew with point cost 2 or less from outside of the game onto this ship.
Amos discovered rum on his first trip to Tortuga, and has been drunk on it ever since. His knack for getting friends aboard the ships he crews has saved his life repeatedly.

020a

REV-020b

Divers
Points: 1
You may reveal this event immediately after one of your ships sinks an enemy ship, but you may not reveal it on the same turn an opponent reveals Raft. You receive all gold from the sunken ship. Remove Divers from the game.

020b

REV-021a

Phillipe LaffitePirate
Points: 2
When this ship hits another ship, you choose which mast is eliminated.
Though his brother gets the fame, Phillipe is a crack shot with a cannon and has trained many cannonneers. He is responsible for the devastating attacks the Pride can unleash.

021a

REV-021b

Divers
Points: 1
You may reveal this event immediately after one of your ships sinks an enemy ship, but you may not reveal it on the same turn an opponent reveals Raft. You receive all gold from the sunken ship. Remove Divers from the game.

021b

REV-022

The Devil's MawPirate
Points: 5 gold
Place your eliminated crew on this fort. They gain the Ghost Ship keyword.
Rumors say that The Devils' Maw holds a king’s ransom in gold, but you must give up your soul to claim it--a price even pirates hesitate to pay.

022

REV-023

Firepot SpecialistPirate
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the ship's controller replaces one of her masts with a fire mast. At the beginning of every turn, roll a d6 for each fire mast. On a 6 remove the fire mast; on a 1-3 the ship's controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or at a fort, remove all fire masts as a free action.

023

REV-024

HMS SwallowEnglish
Points: 17
Masts 5 Cargo 5 Base Speed S+L
Cannons 3S 3L 3L 3L 3S
Broadsides Attack.
The newest warship in the English fleet, has been dubbed "The Pirate Hunter" and the Swallow has direct orders to work with Woodes Rogers to clean up the Crimson Coast.

024

REV-025

HMS DreadnoughtEnglish
Points: 26
Masts 5 Cargo 5 Base Speed S
Cannons 3L 3L 3L 3L 3L
This ship's cannons may not be eliminated (masts still may be). If derelict, she cannot shoot.
The Spanish could not defeat her. The French also tried, and failed. Now, the Dreadnought's crew looks forward to continuing its winning streak in conflicts against the American colonists.

025

REV-026

HMS OxfordEnglish
Points: 12
Masts 4 Cargo 4 Base Speed S+L
Cannons 2S 2S 2S 2S
Schooner. This ship gets +1 to her cannon rolls against forts within S of her.
The Crown ordered Captain Kline to accommodate veteran soldier Lt. Hardwicke in training the Oxford’s crew in strategies for capturing forts and cities. Disdainful of the regular army, Kline has grudgingly complied.

026

REV-027

HMS SerapisEnglish
Points: 11
Masts 3 Cargo 3 Base Speed L
Cannons 3S 3L 3S
Schooner. If this ship has a Captain crew, she gets +1 to her cannon rolls.
Responsible for patrolling the North Atlantic, the Serapis hunts down enemies of the Crown and ensures they never question her authority again.

027

REV-028

HMS NautilusEnglish
Points: 10
Masts 3 Cargo 3 Base Speed S+L
Cannons 2S 2L 2S
Schooner. This ship gets +1 to her cannon rolls against American ships.
The crew of the Nautilus consists of colonists loyal to the Crown of England. They have destroyed many ships flying the "joke of a flag" created by the traitorous American scum.

028

REV-029

HMS AlgiersEnglish
Points: 12
Masts 2 Cargo 2 Base Speed S+S
Cannons 2L 2L
Link: Sir Watkins Defoe
Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action.
Sir Watkins circumnavigated the globe in the Algiers, and counts the ship as his primary abode. He can tell her speed and direction by listening to the creaks of her hull.

029

REV-030

HMS Lord CauldwellEnglish
Points: 10
Masts 2 Cargo 2 Base Speed L
Cannons 3S 3S
Two hits from the same shoot action are required to eliminate one of this ship's masts.
The Lord Cauldwell was built to infiltrate pirate forts, but Lt. Nigel Hardwicke also uses this sturdy little boat quite effectively against American blockades.

030

REV-031

HMS ApolloEnglish
Points: 9
Masts 2 Cargo 2 Base Speed S+L
Cannons 3S 3S
Schooner. This ship gets +1 to her cannon rolls against French ships.
Embarrassed by Guy LaPlante in a duel fought in New Orleans, the captain of the Apollo has sworn an oath of vengeance against all the French on the Crimson Coast.

031

REV-032

HMS FrolicEnglish
Points: 12
Masts 2 Cargo 2 Base Speed S+L
Cannons 4L 4L
Schooner. L-range cannons cannot hit this ship.
The Frolic has yet to see combat. Rumor has it that the crew is so embarrassed by their ship’s name that they avoid all contact with friends and foes.

032

REV-033

HMS GreyhoundEnglish
Points: 7
Masts 1 Cargo 1 Base Speed L+L
Cannons 2S
Schooner. Forts cannot hit this ship.
The fastest ship in Rogers’ fleet, the Greyhound is tasked with testing the defenses of pirate havens, French outposts and American coastal positions.

033

REV-034

Woodes RogersEnglish
Points: 5
This ship gets +1 to her cannon rolls against forts within S of her. This ship gets +1 to her cannon rolls against Pirate ships.
Few know that Rogers began his career as a privateer under the English flag. His new status angers the French and Spanish—his former victims—and earns him the begrudging respect of the pirates.

034

REV-035

Lt. Nigel HardwickeEnglish
Points: 7
Marine. This crew gets +1 to its gun rolls against American ships, forts, and crew.
A veteran of the European wars, Hardwicke uses his land-based skills at sea to crush the American revolutionaries. He believes he will be the one to plant the Union Jack in Philadelphia.

035

REV-036

Sir Watkins DefoeEnglish
Points: 3
Link: HMS Algiers
This ship ignores terrain when she is given a move action (islands are not terrain).
Sir Watkins spends so much time aboard his ship that he is uncomfortable on land. He reads the sea as easily as a mother understands the cries of her baby.

036

REV-037a

RobinsonEnglish
Points: 0
Always place this crew face up; it cannot be eliminated unless its ship sinks. Crew placed on this ship cost no points, but they always each take up one cargo space. When this ship is hit, roll a d6. On a result of 5 or 6, move the crew on this ship with the highest point cost to a wild island chosen by the player to your left.
Found on an uncharted island, Robinson can't remember the name of his ship, its fate, or the reason he was left behind. Woe betide the crew that rescues him!

037a

REV-037b

Raft
Points: 1
You may reveal Raft immediately after one of your ships sinks. Place all crew and gold on that ship onto the nearest wild island. Remove Raft from the game.

037b

REV-038

RamsgateEnglish
Points: 4 gold
This fort has one 2 L-range cannon. When placing this fort, indicate this cannon by placing two flags side by side.
The first fort that Rogers commissioned boldly declares this message: "This land and the sea around it belong to the English Crown."

038

REV-039

Firepot SpecialistEnglish
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the ship's controller replaces one of her masts with a fire mast. At the beginning of every turn, roll a d6 for each fire mast. On a 6 remove the fire mast; on a 1-3 the ship's controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or at a fort, remove all fire masts as a free action.

039

REV-040

La Santa IsabelSpanish
Points: 13
Masts 4 Cargo 6 Base Speed S+L
Cannons 3S 3S 3S 3S
Schooner. One of this ship's treasures is worth +2 gold when unloaded at your home island.
With her gilded hull and polished cannons, La Santa Isabel is a throwback to the days when Spain ruled the seas. Now, she is reduced to trading between the colonies and Spain.

040

REV-041

La CazadoraSpanish
Points: 8
Masts 2 Cargo 3 Base Speed S+S
Cannons 2L 2S
Ramming cannot eliminate this ship's masts.
Capitan Oloma has developed a new strategy for La Cazador, using the aggressive huntress as a battering ram to discourage ships that attempt to raid Spanish holdings.

041

REV-042

El San JoseSpanish
Points: 9
Masts 2 Cargo 4 Base Speed S+L
Cannons 4S 4S
After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.
Don Sanchez teaches his crew to defeat pirates by acting like pirates. He encourages them to trade, even with the Crown's enemies, to get what they want.

042

REV-043

La MonarcaSpanish
Points: 8
Masts 2 Cargo 4 Base Speed S+S+S
Cannons 5S 5S
Schooner. Once per turn, this ship may move S after loading treasure.
Having lost two ships while docked, Alfonso Vargas, first mate of La Monarca, has taught his crew to load and unload so quickly that some say they never even drop anchor.

043

REV-044

Diego Cesar OlanoSpanish
Points: 7
Marine. This crew gets +1 to its gun rolls against Pirate ships, forts, and crew.
Haunted by the abuse he suffered when captured by pirates on his first tour of duty, Olano has vowed to hunt down every pirate on sea or land and exact his revenge.

044

REV-045

Fortaleza DoradaSpanish
Points: 5 gold
L-range cannons cannot hit this fort.
The Spanish claim it doesn't exist. Yet natives can be persuaded to speak of the "Golden Fortress," the apparent source of the Spanish gold flowing along the Crimson Coast.

045

REV-046

Firepot SpecialistSpanish
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the ship's controller replaces one of her masts with a fire mast. At the beginning of every turn, roll a d6 for each fire mast. On a 6 remove the fire mast; on a 1-3 the ship's controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or at a fort, remove all fire masts as a free action.

046

REV-047

Le SuperbeFrench
Points: 16
Masts 5 Cargo 5 Base Speed S+S
Cannons 3L 2L 2L 2L 3L
Other ships do not block this ship's line of fire.
The women of France cried the day their men sailed on Le Superbe. They knew they had lost them forever, for no woman could live up to such a perfect vessel.

047

REV-048

Le Soleil RoyalFrench
Points: 13
Masts 5 Cargo 5 Base Speed L
Cannons 2S 3L 3L 3L 2S
Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.
Capitain DeZay has assigned each of his cannonneers a specific color of cannonball, so that they get the credit they deserve in battle.

048

REV-049

La VengeanceFrench
Points: 12
Masts 4 Cargo 5 Base Speed S+L
Cannons 3L 3S 3S 3L
Schooner. This ship gets +1 to her cannon rolls against English ships.
In her last conflict with the English, La Vengeance lost all but five crewmembers. Those five make all new sailors swear a blood oath of revenge before coming aboard.

049

REV-050

Le LyonFrench
Points: 14
Masts 4 Cargo 5 Base Speed S+S
Cannons 3S 3S 3S 3S
Schooner. This ship gets +1 to her boarding rolls.
Le Lyon sailed out of Quebec, raiding English and American ports all along the Atlantic Coast. She remained successful to New Orleans; a new crew will make the return trip.

050

REV-051

Le CourageuxFrench
Points: 10
Masts 2 Cargo 4 Base Speed S+L
Cannons 2S 3L
This ship ignores the first hit she takes each turn as long as she has all of her masts.
Guy LaPlante expertly captains Le Courageux; he makes sure the enemy can see his face, and know that both her guns and his sword are pointed at their heart.

051

REV-052

L' AtalanteFrench
Points: 9
Masts 3 Cargo 4 Base Speed L
Cannons 3S 3S 3S
Schooner. This ship gets +1 to her cannon rolls against forts within S of her.
Madame LaFontaine's girls dote on the crew of L'Atalante, and no wonder: after every successful mission, the crew spends its reward at Chateau Fontainebleu.

052

REV-053

La Belle EtoileFrench
Points: 13
Masts 3 Cargo 5 Base Speed S+L
Cannons 3L 3L 3S
Schooner. When this ship hits an enemy ship, you may also eliminate one cargo from that ship.
The cannonneers aboard La Belle Etoile pack their cannons with double the usual amount of gunpowder in order to penetrate both sides of a ship with one shot.

053

REV-054

La BaionnetteFrench
Points: 8
Masts 2 Cargo 4 Base Speed L
Cannons 2L 4S
Ramming cannot eliminate this ship's masts.
When Capitan Coupet removed the ship’s masthead, his crew nearly mutinied. He replaced it with a bayonet, the ship's namesake, and success in their first battle proved the old man was right.

054

REV-055

La DanaeFrench
Points: 7
Masts 2 Cargo 3 Base Speed S+S
Cannons 3S 3L
Pirate crew may use their abilities on this ship.
La Danae was captured by Jean Lafitte, but was returned to France after a private audience with Madame LaFontaine. The crew doesn't care what flag flies as long as they get paid.

055

REV-056

Le FavoriFrench
Points: 13
Masts 2 Cargo 5 Base Speed S+L
Cannons 4L 4L
Schooner. L-range cannons cannot hit this ship.
Owned by Vicomtesse de Richelieu, La Favori has become a favorite of Michel Bordeaux, who is searching for a ship swift and nimble enough to land raiding parties.

056

REV-057

La FélicitéFrench
Points: 11
Masts 2 Cargo 3 Base Speed S+S
Cannons 2S 2S
Schooner. All of this ship's cannons have L range.
Trained by Amiral Dupuy, the crew of La Félicité know that they must perform at the highest level to honor their country and flag.

057

REV-058

Le PiqueFrench
Points: 5
Masts 1 Cargo 3 Base Speed S+S+S
Cannons 2S
You may double the range of this ship's cannons each turn, but you must roll a 6 to hit.
Guy Laplante retrieved this ship from the English and returned it to France. It’s guns were upgraded by its English captors, and the current crew is learning how to fire them effectively.

058

REV-059

Le Bon MarinFrench
Points: 6
Masts 1 Cargo 4 Base Speed S+L
Cannons 4S
This ship may dock and explore a wild island using the same move action.
Phillipe Amqui once piloted Le Bon Marin through the bayou around New Orleans and into Jean Lafitte's hideout on a bet from Lady Baptiste.

059

REV-060

Madame LaFontaineFrench
Points: 0
Limit. Ransom. Choose one French crew during setup; this crew is linked to that crew. Reroll any die roll, you must use the second result.
Madame LaFontaine is proprietress of Chateau Fontainebleu, a burlesque house in New Orleans. Her girls report everything they hear to Madame, and she passes that information to Amiral Dupuy.

060

REV-061

Phillipe AmquiFrench
Points: 3
This ship ignores terrain when she is given a move action (islands are not terrain).
Amqui claims that Native Americans taught him how to talk to the water. His uncanny ability to accurately read the sea has made him worth his weight in gold.

061

REV-062

Guy LaPlanteFrench
Points: 5
Link: Le Courageux
This ship gets +1 to her cannon rolls against forts within S of her. She gets +1 to her boarding rolls.
Born in New Orleans, he has never seen the France he defends. Both Madame LaFontaine and Viscomtesse Richelieu covet his new-world attitude, but he desires only one treasure: Lady Baptiste.

062

REV-063a

Michel BordeauxFrench
Points: 7
Link: Father Rene Bordeaux
Marine. This crew gets +1 to its gun rolls against English ships, forts, and crew.
At Viscomtesse Richelieu’s request, Bordeaux’s task is to shore up the defenses of France's New World holdings. He feels obligated to protect her holdings first, then hunt down the English.

063a

REV-063b

Mermaids
Points: 3
Reveal this event at the beginning of one of your turns and place its token on a non-docked enemy ship. That ship may not be given an action for a number of turns equal to the number of crew on her when Mermaids was revealed. After those turns have elapsed, remove Mermaids from the game.

063b

REV-064a

Father Rene BordeauxFrench
Points: 5
Link: Michel Bordeaux
When another face-up crew on this ship is would be eliminated turn it face down instead.
As Dr. Rene Bordeaux healed men’s bodies, he saw the true disease in their souls. Where Michel is sent, Father Bordeaux follows, as blood will flow, and souls need to be saved.

064a

REV-064b

Raft
Points: 1
You may reveal Raft immediately after one of your ships sinks. Place all crew and gold on that ship onto the nearest wild island. Remove Raft from the game.

064b

REV-065

Paradis de la MerFrench
Points: 4 gold
The first time this fort is shot at each turn, roll a d6. The result is the number of times this fort must be hit that turn before any of its cannons can be eliminated.
The Paradise of the Sea is now home to second-generation French settlers, who will fight to the death to keep their island safe from outsiders.

065

REV-066

Firepot SpecialistFrench
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the ship's controller replaces one of her masts with a fire mast. At the beginning of every turn, roll a d6 for each fire mast. On a 6 remove the fire mast; on a 1-3 the ship's controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or at a fort, remove all fire masts as a free action.

066

REV-067

Bonhomme RichardAmerican
Points: 15
Masts 5 Cargo 5 Base Speed S+S
Cannons 3S 2L 2L 2L 3S
Link: John Paul Jones
This ship gets +1 to her cannon rolls against English ships.
From the deck of the Bonhomme Richard, John Paul Jones shouted to the the English captain of the Serapis, "I have not yet begun to fight."

067

REV-068

ConstitutionAmerican
Points: 22
Masts 5 Cargo 4 Base Speed L
Cannons 3L 3L 3L 3L 3L
Two hits from the same shoot action are required to eliminate one of this ship's masts.
Sailors nicknamed her "Old Ironsides" because she could take a full broadside attack without a chip to her hull—and her crew are the best-trained navy men in America.

068

REV-069

United StatesAmerican
Points: 15
Masts 5 Cargo 3 Base Speed S
Cannons 3S 3L 3L 3L 3S
Broadsides Attack.
The "Old War Wagon" is the slowest ship in the American navy, but when she catches you in her devastating guns, speed doesn’t matter.

069

REV-070

EnterpriseAmerican
Points: 18
Masts 5 Cargo 5 Base Speed S+S
Cannons 2S 2S 2S 2S 2S
Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action.
Members of seasoned merchant-vessel crews familiar with the North Atlantic give the Enterprise an advantage in northern waters.

070

REV-071

FreedomAmerican
Points: 13
Masts 4 Cargo 4 Base Speed S+L
Cannons 3S 3L 3L 3S
Link: David Porter
Schooner. This ship gets +1 to her cannon rolls against Pirate ships.
Sent to establish an American presence against the pirates, David Porter chose the Freedom as his flagship: the first, and last, American ship pirates would ever encounter.

071

REV-072

LouisianaAmerican
Points: 13
Masts 4 Cargo 5 Base Speed S+S
Cannons 3L 3L 3L 4S
Schooner. Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.
Captain Anson, once a French privateer, has taught his crew to spot and aim for the weakest points in an enemy ship, in order to do the most damage.

072

REV-073

SaratogaAmerican
Points: 14
Masts 4 Cargo 4 Base Speed S+L
Cannons 2S 2S 3S 4S
Schooner. This ship gets +1 to her boarding rolls.
Captain Oswald "recruited" his crew from the Baltimore jailhouse and gave them one law: when you hit the deck of the enemy ship, the survivor goes home a free man.

073

REV-074

YankeeAmerican
Points: 12
Masts 4 Cargo 4 Base Speed S+S
Cannons 4L 4L 4S 4S
Schooner. This ship cannot be pinned.
The captain of the Yankee sailed her into the middle of a formation of three English ships and maneuvered so quickly that the enemy ships rammed each other. Score: Yankee 3, English 0.

074

REV-075

JarvisAmerican
Points: 15
Masts 3 Cargo 4 Base Speed S+L
Cannons 3L 3L 3L
Schooner. L-range cannons cannot hit this ship.
Jarvis was built by the David family to hunt pirates plaguing Charleston. Moored near shore to lure ships onto the rocky coast, if the cannons don't destroy the enemy, the rocks will.

075

REV-076

CarolinaAmerican
Points: 7
Masts 3 Cargo 4 Base Speed S+S
Cannons 4S 3S 4S

Ruth Lee pulled the Carolina out of dry dock to sell it to an old sea salt named "Captain" Henry, who claimed he was put in charge of hunting Redcoats.

076

REV-077

BostonAmerican
Points: 10
Masts 3 Cargo 3 Base Speed S+L
Cannons 3S 3L 3S
Schooner. Forts cannot hit this ship.
The Boston’s first mate has gathered a veteran crew. Each member must describe the forts and islands they have encountered so he can add to his strategic plans.

077

REV-078

Julius CaesarAmerican
Points: 14
Masts 3 Cargo 4 Base Speed S+L
Cannons 3L 2L 3L
Link: Jonathan Haraden
Schooner. Broadsides Attack.
With new guns and Haraden at the helm, the crew of the Julius Caesar have declared that they will become the new flagship of the American fleet.

078

REV-079

RattlesnakeAmerican
Points: 5
Masts 2 Cargo 5 Base Speed L
Cannons 3S 3L
English ships get +1 to their cannon rolls against this ship.
Originally an English ship, the Rattlesnake's American crew mutinied and forced the English officers into a rowboat. In response, Woodes Rogers issued a general order to sink the Rattlesnake.

079

REV-080

HannahAmerican
Points: 16
Masts 2 Cargo 2 Base Speed L+L
Cannons 4S 4S
Friendly ships within S of this ship get +1 to their cannon rolls.
Hannah takes advantage of an unusually tall mast and a two-man crow’s nest to spy out enemy positions and report its findings to the fleet’s larger, slower ships.

080

REV-081

HornetAmerican
Points: 8
Masts 2 Cargo 3 Base Speed S+S
Cannons 3L 4S
This ship gets +1 to her cannon rolls against English ships.
Crenshaw openly defies Porter’s orders to concentrate on pirates and uses the Hornet to attack English ships, claiming they are the true enemy.

081

REV-082

PhiladelphiaAmerican
Points: 11
Masts 2 Cargo 3 Base Speed S+L
Cannons 5S 5S
You own any derelict this ship explores; both ships become docked at your home island.
A familiar sight near New Orleans is Ruth Lee at the helm of the Philadelphia, with a derelict pirate ship in tow.

082

REV-083

The Flying FishAmerican
Points: 9
Masts 2 Cargo 3 Base Speed S+L
Cannons 3L 3S
Schooner. This ship gets +1 to her cannon rolls against Pirate ships.
Originally part of Ralph David's privateer fleet, the Flying Fish was given to Porter so that experienced pirate hunters could teach his sailors the ins and outs of the pirate mind.

083

REV-084

WaspAmerican
Points: 9
Masts 2 Cargo 3 Base Speed S+S
Cannons 4S 3L
Schooner. Once per turn, this ship may move S after loading treasure.
Ever-changing alliances taught the Wasp's crew to unload their goods quickly and move out before they were declared an "unfriendly presence" in port.

084

REV-085

PeacockAmerican
Points: 9
Masts 2 Cargo 2 Base Speed S+S+S
Cannons 2S 3S
Schooner. This ship cannot be pinned.
Jean Lafitte has tried to steal and capture the Peacock. Now he’s been reduced to trying to buy the ship to gain her advantage in tight battles.

085

REV-086

ChesapeakeAmerican
Points: 7
Masts 1 Cargo 2 Base Speed S+L
Cannons 2L
Schooner. Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.
Chesapeake’s crew of veteran privateers possess a letter of marque to fight for America. They have learned to gut enemy ships, leaving no survivors to reveal their role in the massacre.

086

REV-087

LynxAmerican
Points: 7
Masts 1 Cargo 3 Base Speed S+S
Cannons 4L
When this ship carries no cargo, she gets +S to her base move.
Once a ship sailing with Don Perdo, the Lynx was one of the first ships captured on Porter’s watch.

087

REV-088

HarlequinAmerican
Points: 10
Masts 1 Cargo 3 Base Speed S+L
Cannons 2S
Schooner. All of this ship's cannons have L range.
Devereaux traded the captain of the Harlequin a powerful English-built cannon for an old Spanish map found in a New Orleans trinket shop.

088

REV-089

John Paul JonesAmerican
Points: 7
Link: Bonhomme Richard
Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice. This ship’s crew cannot be eliminated unless she sinks.
A hero of the new revolution, but considered a pirate by the English, John Paul Jones took the fight directly to the king, even sinking ships within European waters.

089

REV-090

Commodore David PorterAmerican
Points: 7
Link: Freedom
Broadsides Attack. This ship may move and shoot using the same move action.
Backed by the power of the new American government, David Porter was taked with to ridding the area of pirates, using the efficiency of a military operation.

090

REV-091

Jonathan HaradenAmerican
Points: 6
Link: Julius Ceaser
This ship may move and shoot using the same move action. Once per turn, reroll any die roll made for this ship; you must use the second die roll result.
Using any means necessary, from purely tactical maneuvers to sneak attacks, and once facing down an opponent with a single cannon, Haraden has captured or sunk more than one thousand cannons in his career.

091

REV-092

KikowaAmerican
Points: 3
Link: Ruth Lee
This ship ignores terrain when she is given a move action (islands are not terrain).
Kikowa sets up camp at the bow of every ship on which he serves. He never leaves that spot; eating, sleeping and, most importantly, watching the sea from his unique vantage point.

092

REV-093

Carl SmithAmerican
Points: 4
Link: King George
This ship gets +1 to her boarding rolls.
As a merchant sailor in New England, Carl fought his share of pirates, privateers, and ships of foreign crowns. Now he sails the Atlantic Coast fighting for freedom.

093

REV-094

'Diamond' Nelson TurnerAmerican
Points: 3
Once per turn, if this ship carries treasure and is within S of an enemy ship, you may randomly trade one treasure with that ship.
Wherever Turner shows up, someone will make money, and someone will lose it. "Diamond" nearly always wins. The list of losers is a who's who of powerful New Orleans personalities.

094

REV-095

Commander Albert CrenshawAmerican
Points: 5
All of this ship's cannons have L range.
Crenshaw would rather fight the Redcoats than pirate scum, and so he has begun a private war on the Crimson Coast to keep his personal agenda alive.

095

REV-096a

King GeorgeAmerican
Points: 4
Link: Carl Smith
Once per turn, this ship may randomly take one treasure from any ship she touches.
Found by Carl Smith, he was named King George for the only other cur Smith knew. In boarding attacks, K.G. heads for the officers’ quarters to grab whatever fits in his mouth.

096a

REV-096b

Mermaids
Points: 3
Reveal this event at the beginning of one of your turns and place its token on a non-docked enemy ship. That ship may not be given an action for a number of turns equal to the number of crew on her when Mermaids was revealed. After those turns have elapsed, remove Mermaids from the game.

096b

REV-097a

"Hacksaw" RileyAmerican
Points: 5
When another face-up crew on this ship is would be eliminated turn it face down instead.
Most sailors consider a visit from "Hacksaw" a blessing and curse. He keeps them alive, but they'll likely end up with one less limb.

097a

REV-097b

Foul Winds
Points: 3
Reveal this event at the beginning of one of your turns and place its token anywhere on the play area (except on an island or a ship). Any ship (except docked ships) within L of the token is moved L in one direction chosen by the player to the left of that ship's controller. If a ship touches an island, eliminate one of her masts. Remove Foul Winds from the game.

097b

REV-098a

Ralph DavidAmerican
Points: 3
One of this ship's treasures is worth +2 gold when unloaded at your home island.
The David family is said to own Charleston, and Ralph has used his family’s power and prestige to achieve his goal of owning the shipping lanes to the Crimson Coast as well.

098a

REV-098b

Becalmed
Points: 4
Reveal this event at the beginning of one of your turns and place its token anywhere on the play area (except on an island or a ship). No ship within L of the token may be given a move action unless she can move when derelict. Remove Becalmed from the game at the beginning of your next turn.

098b

REV-099a

Ruth LeeAmerican
Points: 2
Link: Kikowa
Place this crew face up during setup. Reduce the cost of all other crew placed on this ship by 1.
Born and raised at sea and respected by everyone, even pirates, she has forgotten more about ships, sailors and the sea than most of the so-called professionals have ever known.

099a

REV-099b

Foul Winds
Points: 3
Reveal this event at the beginning of one of your turns and place its token anywhere on the play area (except on an island or a ship). Any ship (except docked ships) within L of the token is moved L in one direction chosen by the player to the left of that ship's controller. If a ship touches an island, eliminate one of her masts. Remove Foul Winds from the game.

099b

REV-100a

Christian Jefferson, EsquireAmerican
Points: 3
After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.
His name opens doors for him: an honest name for an honest man. But Jefferson treats everything as currency—even human life.

100a

REV-100b

Becalmed
Points: 4
Reveal this event at the beginning of one of your turns and place its token anywhere on the play area (except on an island or a ship). No ship within L of the token may be given a move action unless she can move when derelict. Remove Becalmed from the game at the beginning of your next turn.

100b

REV-101

Thompson's IslandAmerican
Points: 3 gold
This fort gets +1 to its cannon rolls when a ship is docked at it.
As the westernmost island in a string of dangerous, rocky atolls, controlling Thompson's Island is the key to controlling the Crimson Coast.

101

REV-102

Firepot SpecialistAmerican
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the ship's controller replaces one of her masts with a fire mast. At the beginning of every turn, roll a d6 for each fire mast. On a 6 remove the fire mast; on a 1-3 the ship's controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or at a fort, remove all fire masts as a free action.

102

REV-103

Weapons
Points:
This ship gets +1 to her boarding rolls for every crew on her.

103

REV-104

Fruit
Points:
If this ship loads Scurvy, it has no effect; remove it from the game. Fruit takes up 2 cargo spaces and cannot be unloaded.

104

REV-105

Sextant
Points:
This ship ignores terrain when given move actions (islands are not terrain).

105

REV-106

Natives
Points:
The ship that reveals Natives may not be given actions for a number of rounds equal to number of crew on her when Natives is revealed. Leave Natives face down on its island.

106

REV-107

Cross of Coronado
Points:
You may load this treasure face down. If one of this ship's masts would be eliminated, you may reveal Cross of Coronado and remove it from the game instead.

107

REV-108

Castaway
Points:
Place any one crew with point cost 3 or less on this ship, using standard cargo capacity rules. That crew assumes this ship's nationality. Remove Castaway from the game.

108

REV-109

Missionary
Points:
Remove all crew on this ship from the game and then remove Missionary from the game.

109

REV-110

Explosives
Points:
Load this treasure face down. You may reveal it when this ship rams or pins a ship. Roll a d6. On a result of 4–6, both ships sink. Remove Explosives from the game.

110

REV-111

Neptune's Trident
Points:
Give this ship a shoot action. A wave S wide and 3 L long leaves the ship in one direction. Up to 2 masts or cannons of every ship and fort in the path of the wave are eliminated. Eliminate one of this ship's masts for every affected ship and fort. Remove Neptune's Trident from the game.

111

REV-112

CaptainPirate
Points: 3
This ship may move and shoot using the same move action.

112

REV-113

CaptainEnglish
Points: 3
This ship may move and shoot using the same move action.

113

REV-114

CaptainSpanish
Points: 3
This ship may move and shoot using the same move action.

114

REV-115

CaptainFrench
Points: 3
This ship may move and shoot using the same move action.

115

REV-116

HelmsmanPirate
Points: 2
This ship gets +S to her base move.

116

REV-117

HelmsmanEnglish
Points: 2
This ship gets +S to her base move.

117

REV-118

HelmsmanSpanish
Points: 2
This ship gets +S to her base move.

118

REV-119

HelmsmanFrench
Points: 2
This ship gets +S to her base move.

119

REV-120

ShipwrightPirate
Points: 2
This ship may repair at sea or at any island.

120

REV-121

ShipwrightEnglish
Points: 2
This ship may repair at sea or at any island.

121

REV-122

CannoneerPirate
Points: 2
Once per turn, one of this ship's cannons may shoot again if it misses.

122

REV-123

CannoneerEnglish
Points: 2
Once per turn, one of this ship's cannons may shoot again if it misses.

123

REV-124

CannoneerSpanish
Points: 2
Once per turn, one of this ship's cannons may shoot again if it misses.

124

REV-125

CannoneerFrench
Points: 2
Once per turn, one of this ship's cannons may shoot again if it misses.

125

REV-126

ExplorerPirate
Points: 1
This ship may dock and explore a wild island using the same move action.

126

REV-127

ExplorerEnglish
Points: 1
This ship may dock and explore a wild island using the same move action.

127

REV-128

ExplorerFrench
Points: 1
This ship may dock and explore a wild island using the same move action.

128

REV-129

ExplorerSpanish
Points: 1
This ship may dock and explore a wild island using the same move action.

129

REV-130

ShipwrightFrench
Points: 2
This ship may repair at sea or at any island.

130

REV-131

ShipwrightSpanish
Points: 2
This ship may repair at sea or at any island.

131

REV-132

CaptainAmerican
Points: 3
This ship may move and shoot using the same move action.

132

REV-133

HelmsmanAmerican
Points: 2
This ship gets +S to her base move.

133

REV-134

CannoneerAmerican
Points: 2
Once per turn, one of this ship's cannons may shoot again if it misses.

134

REV-135

ShipwrightAmerican
Points: 2
This ship may repair at sea or at any island.

135

REV-136

ExplorerAmerican
Points: 1
This ship may dock and explore a wild island using the same move action.

136

REV-137

MusketeerAmerican
Points: 3
This ship gains one S range rank-3 cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

137

REV-138

OarsmanAmerican
Points: 1
If derelict, this ship gains a base move of S. This crew takes up no cargo space.

138

REV-139

Chainshot SpecialistAmerican
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a chainshot at a target within S of her. You must declare which cannon will shoot the chainshot before rolling the d6. If the chainshot hits, do not eliminate a mast; instead, the target cannot move next turn.

139

REV-140

Stinkpot SpecialistAmerican
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a stinkpot at a target within S of her. You must declare which cannon will shoot the stinkpot before rolling the d6. If the stinkpot hits, do not eliminate a mast; instead, the target's crew cannot use their abilities next turn.

140

REV-141

AspPirate
Points: 11
Masts 3 Cargo 4 Base Speed S+S
Cannons 3S 5S 6S
Galley. This ship gets +1 to her boarding rolls.
American sailors returning from the Barbary Coast say that this galley, captianed by kal Bhed and his cutthroats, delivers a lethal bite to anyone who stands in her way.

141

REV-142

Star of SiamPirate
Points: 8
Masts 2 Cargo 4 Base Speed S+S+S
Cannons 3S 5S
Galley.
The Star of Siam had just raided an American ship leaving the Barbary Coast for the Americas when Wesley captured her, claiming the ship and her swollen cargo holds for himself.

142

REV-143

WesleyPirate
Points: 5
As part of a move action, this ship may initiate a boarding party against a ship within S of her, without having to ram. The boarded ship may not use any boarding bonuses she may have.
As an English privateer, Wesley raided ships and ports along the Barbary Coast. But a chance meeting with Jack Hawkins in Tangier convinced Wesley that he was fighitng on the wrong side.

143

REV-144

Chainshot SpecialistPirate
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a chainshot at a target within S of her. You must declare which cannon will shoot the chainshot before rolling the d6. If the chainshot hits, do not eliminate a mast; instead, the target cannot move next turn.

144

REV-145

Hangman's NoosePirate
Points: 11
Masts 4 Cargo 4 Base Speed L
Cannons 3S 3L 3L 4S
This ship gets +1 to her cannon rolls against American ships.
Porter sacked Captian Blackeart's hideout and all he has left is the Hangman's Noose. He vows will destroy the American fleet in revenge.

145

REV-146

Red CursePirate
Points: 14
Masts 4 Cargo 5 Base Speed L
Cannons 2S 3L 3L 2S
This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
The Red Curse is feared in small towns and ports from Boston to New Orleans and all the islands of the Crimson Coast.

146

REV-147

ConcordAmerican
Points: 12
Masts 4 Cargo 4 Base Speed L
Cannons 3L 3L 4L 4L
This ship gets +1 to her cannon rolls against Pirate ships.
David Porter has given the Concord one order: "Hunt and destroy all Pirates no matter where they are!"

147

REV-148

FranklinAmerican
Points: 13
Masts 4 Cargo 4 Base Speed S+S
Cannons 2S 2S 2S 2S
If this ship has a Captain crew, she gets +1 to her cannon rolls.
The newest American ship has a very young crew. Only an experienced Captain can whip these recruits into a fighting machine.

148

BC-001

Nubian PrinceBarbary Corsair
Points: 15
Masts 4 Cargo 4 Base Speed S+S
Cannons 2L 3S 4S 5L
Galley. This ship cannot be shot at by ships within S of her.
Rais Abba Quilon modified the Nubian Prince to draft deep, making her almost invisible in the water—and an impossible target for nearby ships.

001

BC-002

Ivory StarBarbary Corsair
Points: 12
Masts 4 Cargo 3 Base Speed S+S
Cannons 3L 3S 4S 5L
Galley. L-range cannons cannot hit this ship.
The Ivory Star’s hull is covered with polished ivory. From a distance, she looks like a cresting wave, entrancing opponents into a state of vulnerability.

002

BC-003

Jackal's TeethBarbary Corsair
Points: 13
Masts 4 Cargo 4 Base Speed S+L
Cannons 3L 3S 4S 4L
Galley. This ship gets +1 to her boarding rolls.
During boarding attacks, the crew of the Jackal’s Teeth howl like ghostly dogs, striking fear in the hearts of even the most stalwart defenders.

003

BC-004

Terror of GibraltarBarbary Corsair
Points: 10
Masts 4 Cargo 3 Base Speed S+S
Cannons 3L 4S 5S 5L
Galley. Pirate crew may use their abilities on this ship.
Crewed by outcasts of Europe and the New World, the Terror of Gibraltar plies her unique brand of piracy in the waters near its eponymous outcropping.

004

BC-005

Crescent MoonBarbary Corsair
Points: 13
Masts 4 Cargo 5 Base Speed S+L
Cannons 4L 4S 5S 5L
Galley. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
The devout captain of the Crescent Moon demands that his compass be accurate so that he can face Mecca when praying, no matter the ship’s heading.

005

BC-006

Janissaries' BloodBarbary Corsair
Points: 16
Masts 4 Cargo 3 Base Speed S+L
Cannons 3L 3S 3S 3L
Link: Murat Rais
Galley. After this ship resolves a shoot action, she may move as a free action.
The crew of Janissaries’ Blood has been culled entirely from the Barbary Coast, and Rais Murat makes sure their hatred for Europeans is matched only by their loyalty to him.

006

BC-007

Fire DjinnBarbary Corsair
Points: 13
Masts 4 Cargo 3 Base Speed S+S
Cannons 2L 4S 5S 6L
Galley. As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.
Equipped with boarding hooks and ramps, the Fire Djinn strikes with the speed of a sandstorm and the deadliness of a demon.

007

BC-008

Sea DragonBarbary Corsair
Points: 13
Masts 3 Cargo 4 Base Speed S+S
Cannons 3S 3S 5S
Link: Uluj Ali
Galley. As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.
Uluj Ali has trained the crew of the Sea Dragon specifically to fight Spanish vessels: to board them, take prisoners, and then use the information they provide to attack their ports.

008

BC-009

Persian VictoryBarbary Corsair
Points: 13
Masts 3 Cargo 3 Base Speed S+L
Cannons 3S 4S 5S
Galley. After this ship resolves a shoot action, she may move as a free action.
Inspired by the ancient navies of Xerxes the Great, the Persian Victory and her crew oppose any foreign power attempting to control the Barbary Coast.

009

BC-010

Winds of VengeanceBarbary Corsair
Points: 6
Masts 3 Cargo 4 Base Speed S+S
Cannons 4S 4S 5S
Galley. Eliminate one of this ship’s masts when she rolls a 1 on any cannon roll.
Mocked by other Barbary Corsairs, the crew of the Winds of Vengeance always press their attack—even if means the loss of ship and life.

010

BC-011

Wicked KareenBarbary Corsair
Points: 10
Masts 3 Cargo 4 Base Speed S+L
Cannons 2S 3S 4S
Galley. This ship gets +1 to her cannon rolls and boarding rolls against American ships.
Rais Al-Kazar has decided that American ships are easy pickings, so he focuses the attacks of the Wicked Kareen almost exclusively on their merchant ships.

011

BC-012

AlgiersBarbary Corsair
Points: 11
Masts 3 Cargo 5 Base Speed S+L
Cannons 3S 3S 4S
Link: Wesley
Galley. After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.
Wesley has taken command of the Algiers, which has become the most successful Barbary Corsair ship because of his uncanny ability to turn a small supply of gold into a large one.

012

BC-013

MeshudBarbary Corsair
Points: 11
Masts 3 Cargo 4 Base Speed S+L
Cannons 2S 3S 3S
Galley. This ship gets +1 to her cannon rolls and boarding rolls against French ships.
Capitan Marcel, a former French privateer with a crew of ex-slaves, hunts the waters around French colonies, viciously attacking their naval support and merchant ships.

013

BC-014

Divan's PunishmentBarbary Corsair
Points: 11
Masts 3 Cargo 4 Base Speed S+L
Cannons 2L 3S 4S
Galley. This ship gets +1 to her cannon rolls and boarding rolls against Spanish ships.
The Moorish captain of Divan’s Punishment is a former prisoner of Spain who directs his attacks against their gold-bloated ships returning from the New World.

014

BC-015

Sultan's SwordBarbary Corsair
Points: 10
Masts 3 Cargo 3 Base Speed S+S
Cannons 4S 5S 6S
Galley. This ship gets +1 to her boarding rolls.
Rumor says that Rais Jaziri doesn’t even load the cannons of the Sultan’s Sword, so confident is he in the ship’s swift attacks and even swifter swords.

015

BC-016

SplendorBarbary Corsair
Points: 10
Masts 3 Cargo 3 Base Speed S+S+S
Cannons 2S 4S 5S
Galley. Once per turn, this ship may randomly take one treasure from any ship she touches.
The captain of the Splendor cares little for captives, preferring to fill his hold with what really matters: gold.

016

BC-017

MarrakeshBarbary Corsair
Points: 6
Masts 3 Cargo 3 Base Speed S+L
Cannons 4S 5S 6S
Galley. Spanish ships get +1 to their cannon rolls against this ship.
So great is their fear of Spain, this crew of former slaves has been known to panic when faced with a ship flying the colors of Spain.

017

BC-018

Golden PeacockBarbary Corsair
Points: 9
Masts 3 Cargo 4 Base Speed S+L
Cannons 4L 4S 4S
Galley.
Her distinct golden sails—a gift from the pasha in Constantinople—make the Golden Peacock a glorious vision on the Barbary Coast.

018

BC-019

Tiger's EyeBarbary Corsair
Points: 12
Masts 3 Cargo 5 Base Speed S+S+S
Cannons 3S 3S 3L
Galley. L-range cannons cannot hit this ship.
The superstitious first mate of the Tiger’s Eye keeps on his person a gem that he claims protects his ship from harm, and no one is willing to risk finding out if it’s true.

019

BC-020

Silent DeathBarbary Corsair
Points: 12
Masts 2 Cargo 4 Base Speed S+S
Cannons 2S 2S
Galley. As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.
The Silent Death and her crew have honed the fine art of sneaking up on an unsuspecting enemy and personally waking her captain from his bunk with a sword at his throat.

020

BC-021

Bey's RevengeBarbary Corsair
Points: 13
Masts 2 Cargo 4 Base Speed S+L
Cannons 3S 3S
Galley. After this ship resolves a shoot action, she may move as a free action.
In Rais Haddou’s eyes, the crew of the Bey’s Revenge earn their pay only if they take down larger ships. Anything else is an insult and an embarrassment.

021

BC-022

ScorpionBarbary Corsair
Points: 9
Masts 2 Cargo 3 Base Speed S+L
Cannons 4L 3S
Galley. This ship gets +1 to her boarding rolls.
Trained by Sicilian sailors and taught warfare by the pasha’s soldiers, Rais Baha can estimate how long it will take to capture a ship, down to the minute.

022

BC-023

GallowsBarbary Corsair
Points: 8
Masts 2 Cargo 2 Base Speed S+L
Cannons 2S 2S
Galley. Pirate crew may use their abilities on this ship.
The crew of the Gallows are outcast pirates from the Caribbean who escaped a hanging to try their fortunes on the Barbary Coast. They named their ship so as to never forget life’s quirks.

023

BC-024

Desert WindBarbary Corsair
Points: 13
Masts 2 Cargo 4 Base Speed S+L
Cannons 2S 4S
Galley. This ship cannot be shot at by ships within S of her.
The galley master has been told it will be his life if the ship’s oarsmen ever miss a beat, thus the uncanny ability of the Desert Wind to close on ships even in battle.

024

BC-025

Agha's WhipBarbary Corsair
Points: 6
Masts 2 Cargo 4 Base Speed S+S
Cannons 3L 3S
Galley. Spanish ships get +1 to their cannon rolls against this ship.
Nothing is known of the captain of this vessel except that the king of Spain himself put an enormous price on his head.

025

BC-026

Pasha's DelightBarbary Corsair
Points: 9
Masts 2 Cargo 1 Base Speed L+L
Cannons 4L 3S
Galley. L-range cannons cannot hit this ship.
The colors flown by the Pasha’s Delight imply that she’s nothing more than a harmless merchant vessel—allowing her crew to take advantage of opponents not cunning enough to see through her deception.

026

BC-027

Queen of ShebaBarbary Corsair
Points: 6
Masts 2 Cargo 5 Base Speed S+S
Cannons 2S 2S
Galley. Eliminate one of this ship’s masts when she rolls a 1 on any cannon roll.
This once-great warship has started to show her age—it is a rare day when she enters port with plunder.

027

BC-028

SaharaBarbary Corsair
Points: 10
Masts 2 Cargo 4 Base Speed S+L
Cannons 2L 2S
Galley. This ship gets +1 to her cannon rolls and boarding rolls against English ships.
After his old ship was sunk by the English, Rais Yahia vowed to pay the widows of his lost crew twice—once with England’s blood and once with her gold.

028

BC-029

DervishBarbary Corsair
Points: 4
Masts 2 Cargo 4 Base Speed L
Cannons 4S 5S
Galley. This ship’s base move becomes S when she reaches her cargo limit.
The crew of the Dervish prefers to grab what it can and then flee, even if means leaving other treasure behind. After all, gold never helped a dead man.

029

BC-030

MoroccoBarbary Corsair
Points: 8
Masts 2 Cargo 5 Base Speed S+S
Cannons 5S 5S
Galley. Once per turn, this ship may look at one face-down treasure on any island.
With contacts in every port along the Barbary Coast, Rais Oudah seems to know more about what ships are carrying than their own captains do.

030

BC-031

GriffinBarbary Corsair
Points: 6
Masts 2 Cargo 4 Base Speed S+L
Cannons 3L 3S
Galley. American ships get +1 to their cannon rolls against this ship.
The Griffin was the first ship to capture an American crew—and then sell them back to their own. American sailors have thus made the ship their number-one target.

031

BC-032

TripoliBarbary Corsair
Points: 10
Masts 1 Cargo 2 Base Speed S+S+S
Cannons 4S
Galley. This ship cannot be shot at by ships within S of her.
The Tripoli’s captain keeps a captured noble on board at all times. He uses them as an excuse for trade, getting close enough to bigger ships to surprise them with an attack.

032

BC-033

Viper's BiteBarbary Corsair
Points: 8
Masts 1 Cargo 2 Base Speed S+S+S
Cannons 2S
Galley. This ship gets +1 to her boarding rolls.
This tiny vessel was actually named by the English for her ability to attack larger ships and leave them in disarray while she escapes.

033

BC-034

WhisperBarbary Corsair
Points: 6
Masts 1 Cargo 2 Base Speed S+L
Cannons 4S
Galley. When this ship carries no cargo, she gets +S to her base move.
The greedy crew of the Whisper has been known to fill the ship’s holds with anything and everything they can get, even if it means crawling back to port.

034

BC-035

MajesticBarbary Corsair
Points: 14
Masts 1 Cargo 2 Base Speed S+S+S
Cannons 5S
Galley. Friendly ships within S of this ship get +1 to their cannon rolls.
The Majestic has survived as long as she has by scouting for other Barbary Corsairs. The pay is so good that the crew doesn’t even need to fight.

035

BC-036

CarthageBarbary Corsair
Points: 8
Masts 1 Cargo 3 Base Speed S+L
Cannons 5S
Galley. This ship may not be shot at while docked.
By having their oarsmen row the Carthage onto shore, the crew ensures that she is ignored by both sea and coastal cannons.

036

BC-037

NimchaBarbary Corsair
Points: 10
Masts 1 Cargo 2 Base Speed S+S+S
Cannons 3S
Galley. After this ship resolves a shoot action, she may move as a free action.
Rais Zaci is well aware of the Nimcha’s shortcomings, so he trained her oarsmen to fire cannons while rowing, all without missing a beat.

037

BC-038

TunisBarbary Corsair
Points: 7
Masts 1 Cargo 3 Base Speed S+S
Cannons 3S
Galley. This ship may dock and explore a wild island using the same move action.
The value of knowing where treasure may be hidden is more valuable to Rais Taha than any shipping chart.

038

BC-039

Aruj BarbarossaBarbary Corsair
Points: 10
Link: Kheir-ed-din
This ship may move and shoot using the same move action. If this ship wins a boarding party, she may capture the crew with the highest point cost instead of eliminating it. This captured crew becomes cargo worth its point cost in gold when unloaded at your home island.
Known for his red beard, Aruj is credited with the creation of the first Barbary Corsair fleets. Under his leadership, they began their domination of the Barbary Coast by proving that the galley could take on the biggest European ships.

039

BC-040

WesleyBarbary Corsair
Points: 6
Link: Algiers
This ship may move and shoot using the same move action. This ship gets +1 to her boarding rolls.
Rumors persist that Wesley is an English noble who has been denied his birthright because of his common mother. Taking to piracy, he has decided that he will buy his place with the gold of those who denied him.

040

BC-041

Kheir-ed-dinBarbary Corsair
Points: 6
Link: Aruj Barbarossa
Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship in your fleet may be given two actions that turn.
Kheir-ed-din (gift of God) is the strategic half of his partnership with his charismatic brother, Aruj. He leads the fleets of the Barbary Corsairs and works both for the emir of Ottoman Empire and the sultan of Tunis.

041

BC-042

Uluj AliBarbary Corsair
Points: 7
Link: Sea Dragon
Marine. This crew gets +1 to its gun rolls against Spanish ships, forts, and crew.
An Italian by birth and a sailor by profession, Uluj rose to command Barbary Corsairs by ceaselessly attacking Spanish ships, holdings, and nobility.

042

BC-043

Jack HawkinsBarbary Corsair
Points: 5
Pirate crew may use their abilities on this ship. Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice.
Because pirate hunting had become the priority of both the Americans and English in the New World, Jack decided to seek his fortune elsewhere. After landing at Tangier, he saw the piles of gold—and he knew he was home.

043

BC-044

Murat RaisBarbary Corsair
Points: 4
Link: Janissaries' Blood
This ship gets +1 to her cannon rolls against any non–Barbary Corsair ship.
Rais Murat was once a prisoner of the Barbary Corsairs, but he has since been granted his freedom and a ship. To make himself known to every sailor on the Mediterranean, Murat hunts every ship that does not fly the Barbary Corsair flag.

044

BC-045

DragutBarbary Corsair
Points: 5
This ship gets +1 to her cannon rolls against forts within S of her. She gets +1 to her boarding rolls.
Dragut retook Tripoli from the Spanish after a bloody and bitter battle. He learned that there was more to life than just sailing, and that any man who sailed with him had to be able to fight both on land and on sea.

045

BC-046

John WardBarbary Corsair
Points: 3
Once per turn, this ship may randomly take one treasure from any ship she touches.
Described by his former English commander as “a drunk, a fool, and an idiot,” Ward decided that stealing for himself was better than serving as a “slave” on an English warship.

046

BC-047

Firepot SpecialistBarbary Corsair
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll a d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.
Haunted by the abuse he suffered when captured by pirates on his first tour of duty, Olano has vowed to hunt down every pirate on sea or land and exact his revenge.

047

BC-048

AlexandriaEnglish
Points: 13
Masts 4 Cargo 4 Base Speed S+S
Cannons 2L 3S 4S 2L
Galley. This ship gets +1 to her cannon rolls and boarding rolls against Barbary Corsair ships.
Captured by Robert Blake and then turned over to the Knights of Malta, the Alexandria is feared by the Barbary Corsairs for both her firepower and the ferocity of her crew.

048

BC-049

HMS DurhamEnglish
Points: 15
Masts 4 Cargo 5 Base Speed S+L
Cannons 2S 3S 3S 2S
Link: Lawrence
Schooner. This ship gets +1 to her boarding rolls.
Lawrence has tuned the crew of HMS Durham to perfection using both the tactics of the Barbary Corsairs and the training of the Royal Navy.

049

BC-050

HMS GranvilleEnglish
Points: 11
Masts 3 Cargo 4 Base Speed S+S
Cannons 3L 3L 3L
Link: Commodore Rhys Gryffyn Owen
Schooner. Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.
Commodore Owen fills the cannons of the fearsome Granville with grapeshot so that they can take out as many Barbary Corsairs as possible.

050

BC-051

HMS WestminsterEnglish
Points: 14
Masts 3 Cargo 4 Base Speed S+S
Cannons 4S 3L 4S
Schooner. L-range cannons cannot hit this ship.
Captain Hawley flies the flags of over 30 nations from HMS Westminster in an effort to confuse enemies and give his crew the upper hand in combat.

051

BC-052

HMS AntelopeEnglish
Points: 5
Masts 2 Cargo 2 Base Speed S+L
Cannons 4L 4L

Small, fast, and perpetually leaky, HMS Antelope is crewed by Barrett’s Privateers, and she is charged with harassing anyone not flying the Union Jack.

052

BC-053

HMS Lord KenyonEnglish
Points: 10
Masts 2 Cargo 4 Base Speed L
Cannons 3S 3S
Two hits from the same shoot action are required to eliminate one of this ship's masts.
Financed privately and constructed of the hardiest materials, HMS Lord Kenyon prowls the profitable Barbary Coast, preying upon those who underestimate her.

053

BC-054

St. GeorgeEnglish
Points: 10
Masts 1 Cargo 1 Base Speed S+S+S
Cannons 4L
Galley. This ship cannot be shot at by ships within S of her.
The Knights of Malta were trained by the Royal Navy to dodge cannon fire at close range, allowing the St. George to get up close and personal.

054

BC-055

Admiral Robert BlakeEnglish
Points: 5
Link: All English ships
This ship gets +1 to her cannon rolls against Barbary Corsair ships. Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice.
Given the title “General of the Sea” by the Crown, Admiral Blake is the supreme commander of the English fleets. With a selfless sense of duty, he has created the greatest naval force the world has seen, and yet he is still considered a gentleman, a sailor, and a scholar.

055

BC-056

LawrenceEnglish
Points: 5
Link: HMS Durham
Once per turn, one crew or ship within S of this ship cannot use its ability that turn.
After going “native,” Ethan Lawrence was stripped of his commission in the Royal Navy. But his very public exploits as “England’s Own Corsair,” coupled with his rescue of HMS Durham from a Barbary Corsair sneak attack, forced the Crown to give him back his command.

056

BC-057

Roderick the PureEnglish
Points: 4
Link: Don Rafael Y de Teresa, Benoit de Marsilles
This ship gets +1 to her boarding rolls.
With rumors of a crime of passion swirling around him, Roderick left England as a sailor. Fighting alongside the Knights of Malta, he came to see them as the true protectors of the kingdoms of Europe. So he left the Royal Navy to become a warrior in the fight against the Barbary Corsair scourge.

057

BC-058

Commodore Rhys Gryffyn OwenEnglish
Points: 0
Link: HMS Granville
Limit. Ransom. Choose one English crew during setup; this crew is linked to that crew. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
Being given a new command on the Barbary Coast would seem like a promotion to any other naval officer, but Owen feels that he is being punished. Did he learn too much about Countess Doone or question the commands of Woodes Rogers too often? The only directive he gets is to destroy the Corsairs at all costs.

058

BC-059

First Mate IsmailEnglish
Points: 3
This ship gets +1 cargo spaces. This crew takes up no cargo space.
Egyptian by birth, but schooled and trained in colonial schools in Cairo, Ismail realized that the Royal Navy was his ticket out of the slums. His ability to deal with locals gets his ships the best deals and the fastest cargo turnovers.

059

BC-060

Firepot SpecialistEnglish
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll a d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.
Trained by Amiral Dupuy, the crew of La Félicité know that they must perform at the highest level to honor their country and flag.

060

BC-061

La Espada de DiosSpanish
Points: 15
Masts 4 Cargo 5 Base Speed S+L
Cannons 3L 3S 4S 5S
Galley. This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
La Espada del Dios is a captured galley disguised as a Barbary Corsair ship, and her capitan is happy to let them take the blame for his plunders.

061

BC-062

GranadaSpanish
Points: 13
Masts 4 Cargo 4 Base Speed S+S
Cannons 2S 3L 3L 3S
Link: Admiral Alarico Castro, Castro's Loyalists
Schooner. This ship gets +1 to her cannon rolls and boarding rolls against Barbary Corsair ships.
The mighty Granada is Admiral Castro’s flagship in the Mediterranean. She is known for ruthlessly hunting Corsairs to the very ends of the Earth.

062

BC-063

PamplonaSpanish
Points: 11
Masts 3 Cargo 3 Base Speed S+L
Cannons 3S 4L 3S
Schooner. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
Capitan Carral won the Pamplona in a game of dice, and he feels that with the goddess of luck on his side, he and his crew can meet any challenge.

063

BC-064

El PasoSpanish
Points: 10
Masts 2 Cargo 3 Base Speed L
Cannons 3L 4L
Once per turn, one crew or ship within S of this ship cannot use its ability that turn.
The crew of El Paso come from all over the Barbary Coast, and Capitan Carrillo’s contacts range from the throne rooms of Europe to the lowliest taverns.

064

BC-065

La SerpienteSpanish
Points: 7
Masts 2 Cargo 3 Base Speed L
Cannons 2S 3S
You may double the range of this ship's cannons each turn, but you must roll a 6 to hit.
La Serpiente’s crew are the finest cannoneers on the Barbary Coast. It is said they can hit a ship docked in Morocco from Barcelona.

065

BC-066

El ToroSpanish
Points: 12
Masts 2 Cargo 2 Base Speed L
Cannons 2L 2L
This ship's cannons may not be eliminated (masts still may be). If derelict, she cannot shoot.
El Toro, like a bull on a rampage, is sent into fleets of Barbary Corsairs with one purpose: to destroy galleys.

066

BC-067

Alonso de OrozcoSpanish
Points: 11
Masts 1 Cargo 2 Base Speed S+S
Cannons 2S
Galley. After this ship resolves a shoot action, she may move as a free action.
The crew of El Alonso de Orozco must swear loyalty to the Knights of Malta over Spain.

067

BC-068

Tariq the BlackSpanish
Points: 5
This ship may move and shoot using the same move action. Barbary Corsair crew may use their abilities on this ship.
Tariq the Black uses his Moorish heritage to recruit Barbary Corsairs to sail for Spain as part of a deal he brokered with the Crown. He has been promised the kingship of Morocco as a reward for destroying the Corsairs.

068

BC-069

Dominick FredaSpanish
Points: 5
This ship gets +1 to her cannon rolls against Barbary Corsair ships. Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice.
Freda is an experienced sailor who once owned a large shipping fleet in Naples—before it was all destroyed by Barbary Corsairs. He has agreed to work with Spain in exchange for a fleet to liberate his home from Barbarossa.

069

BC-070

Don Rafael Y de TeresaSpanish
Points: 5
Link: Roderick the Pure, Benoit de Marsilles
When another face-up crew on this ship would be eliminated, turn it face down instead.
As a doctor to the Crown, Don Rafael had all the prestige a man could want. But he knew that his skills were needed for a higher calling. He became a Knight of Malta, and now he uses his gifts to ease the pain of those fighting the Corsair scourge.

070

BC-071

Admiral Alarico CastroSpanish
Points: 5
Link: Castro's Loyalists, Granada
Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action.
Promoted and transferred to the Barbary Coast, Admiral Castro’s plans to destroy every Castilian who opposed him has softened, as he has become a welcome fixture in the royal court and drawing rooms of a new Spain.

071

BC-072

Duque Marcus VaccaroSpanish
Points: 0
Limit, Ransom. Choose one Spanish crew during setup; this crew is linked to that crew. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
Duque Vaccaro, also known as the “Golden Tongue,” is Spain’s most important negotiator. He alone can interrupt the king at any hour, and his imperatives often become reality. He has been dispatched to the Italian city-states, the Knights of Malta, and even to England and France.

072

BC-073

Firepot SpecialistSpanish
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll a d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

073

BC-074

St. DenisFrench
Points: 15
Masts 4 Cargo 4 Base Speed S+L
Cannons 3L 4L 4L 5L
Galley. As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.
The Knights of Malta recruit French Corsairs to crew Le St. Denis so that they can fight the Barbary Corsairs on equal footing.

074

BC-075

L' Ange de la MerFrench
Points: 13
Masts 4 Cargo 4 Base Speed S+S
Cannons 3S 3L 3L 3S
Schooner. If this ship has a Captain crew, she gets +1 to her cannon rolls.
L’Ange de la Mer survived battles with the English that sent many of her sister ships to the bottom of the sea. She has earned the distinction of flagship on the Barbary Coast.

075

BC-076

Le Loup-GarouFrench
Points: 17
Masts 3 Cargo 3 Base Speed S+L
Cannons 3L 4S 5S
Link: Jordan Dumas
Schooner. Ghost Ship.
Barbary Corsairs speak of this ship only in whispers, fearing that saying “Le Loup-Garou” aloud will rouse the dark forces that power her to steal their souls.

076

BC-077

La MartiniqueFrench
Points: 8
Masts 2 Cargo 3 Base Speed L
Cannons 2L 2S
Schooner. This ship gets +1 to her cannon rolls against American ships.
An undeclared war exists between French and American ships, but the crew of La Martinique treats it as if it is the war to end all wars.

077

BC-078

L' AfriqueFrench
Points: 9
Masts 2 Cargo 4 Base Speed S
Cannons 3L 4L
This ship gets +L to her base move if she has all of her masts.
L’Afrique’s speed is a weapon. The crew acts as if she is running away, but then they double back to help flank her enemies.

078

BC-079

La RepubliqueFrench
Points: 7
Masts 2 Cargo 2 Base Speed S
Cannons 2S 2S
This ship cannot sink, but she can be scuttled.
Murat Rais swears he has sunk La Republique three times, and the English claim two victories—and yet she still floats and fights.

079

BC-080

St. JoanFrench
Points: 8
Masts 1 Cargo 3 Base Speed S+S+S
Cannons 4S
Galley. L-range cannons cannot hit this ship.
This ship’s crew swears that Joan of Arc herself protects her. Not even the Knights of Malta dare to claim otherwise.

080

BC-081

Robert SurcoufFrench
Points: 7
This ship may move and shoot using the same move action. As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.
A French hero, Surcouf is the quintessential Corsair. His knack for hitting ships laden with treasure has ensured him the best crews, the best ships, and the wrath of every other nation.

081

BC-082

Jordan DumasFrench
Points: 6
Link: Le Loup-Garou
This ship may move and shoot using the same move action. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
No one denies that Dumas has a past: advisor to the king of France, minister, merchant, thief, priest, even spy. But it is his current occupation as captain of Le Loup-Garou that makes people wonder if he has any soul left.

082

BC-083

Benoit de MarsillesFrench
Points: 6
Link: Don Rafael Y de Teresa and Roderick the Pure
Marine.
As soldier for the Crown, Benoit followed orders. After being deemed too old to fight on the front lines, he found that the Knights of Malta greatly appreciated his expertise.

083

BC-084

Amiral Gaston de St. CroixFrench
Points: 6
Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship in your fleet may be given two actions that turn.
Made an amiral because of his victories over the English in the New World, Gaston was transferred to the Barbary Coast, where he has established his presence with the ladies in court as well as with France’s enemies at sea.

084

BC-085

Khalid YoussefFrench
Points: 3
After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.
Moroccan by birth but raised in Marseilles, Youssef has the ability to blend in wherever he is, allowing him to make deals that would get anyone else the guillotine.

085

BC-086

Firepot SpecialistFrench
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll a d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.
Crenshaw openly defies Porter’s orders to concentrate on pirates and uses the Hornet to attack English ships, claiming they are the true enemy.

086

BC-087

PresidentAmerican
Points: 14
Masts 4 Cargo 4 Base Speed S+L
Cannons 3L 3L 3L 3L
Schooner. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
Since the President came to the Barbary Coast, she has become a target of the Corsairs—and a welcome sight to American merchants.

087

BC-088

IntrepidAmerican
Points: 15
Masts 4 Cargo 4 Base Speed S+S
Cannons 2L 3L 3L 2L
Link: Commander Steven Decatur
Schooner. If this ship has a Captain crew, she gets +1 to her cannon rolls.
Decatur has the Intrepid’s crew in their dress whites at all times. He wants the Old World to see that the New World always means business.

088

BC-089

MinutemanAmerican
Points: 11
Masts 3 Cargo 3 Base Speed S+L
Cannons 3S 3S 3S
Schooner. This ship gets +1 to her cannon rolls and boarding rolls against Barbary Corsair ships.
The Minuteman’s crew is exclusively made up of former Barbary Corsair captives—especially those with experience rowing their galleys.

089

BC-090

ConcordAmerican
Points: 13
Masts 3 Cargo 3 Base Speed S+S
Cannons 2S 2S 2S
Schooner. This ship gets +1 to her boarding rolls.
The Concord shipped the first wave of marines to the Barbary Coast, and her crew has learned the art of close-quarters warfare from them.

090

BC-091

HorizonAmerican
Points: 8
Masts 2 Cargo 2 Base Speed L
Cannons 2L 2S
This ship gets +1 to her cannon rolls against French ships.
Captain Carter has yet to find proof that France is supporting some Barbary Corsair captains, but he plans to continue his raids on French ships until he does.

091

BC-092

DelawareAmerican
Points: 12
Masts 2 Cargo 3 Base Speed L
Cannons 3L 3S
This ship eliminates two masts with one hit.
The diminutive Delaware is known as the “Sailing Fortress” because of the huge fort cannons installed on her deck.

092

BC-093

NiagaraAmerican
Points: 11
Masts 2 Cargo 2 Base Speed L
Cannons 3L 3L
This ship's cannons may not be eliminated (masts still may be). If derelict, she cannot shoot.
Appropriately tagged “Fish Food,” cannonneers of the Niagara are flogged if they ever leave their posts, even if the ship were to go down.

093

BC-094

Commander Steven DecaturAmerican
Points: 7
Link: Intrepid
This ship’s crew cannot be eliminated unless she sinks. Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action.
Commander of the American forces on the Barbary Coast, Decatur has vowed that no ship shall be taken by pirates. He has even gone to the extreme of sinking his own ships rather than allow them to be captured.

094

BC-095

William EatonAmerican
Points: 7
Marine. This crew gets +1 to its gun rolls against Barbary Corsair ships and crew.
Eaton was the American counsel to the Barbary States, and while Preble and Decatur lead the American forces at sea, he has begun his plan to invade the land at Tripoli.

095

BC-096

Wayne NolanAmerican
Points: 0
Limit, Ransom. Choose one American crew during setup; this crew is linked to that crew. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
Young, trained in modern naval combat, and given orders to follow Preble and learn from him, Nolan carries with him the weight of a new county and a modern military organization.

096

BC-097

Commodore Edward PrebleAmerican
Points: 6
Link: All American ships
Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship in your fleet may be given two actions that turn.
Respected as a commander and teacher, Preble felt the only way to defeat the Barbary Corsairs was to take the battle to them. Whether on sea or land, he commands his forces to continually press the attack.

097

BC-098

Brent RiceAmerican
Points: 4
This ship gets +1 to her cannon rolls against any non-American ship or fort.
No one knows when Rice signed on with the American Navy; he’s just always been there. Although he has no rank, his stories of ship engagements are so exact, and his knowledge of naval strategy so advanced, even Preble consults with him.

098

BC-099

Firepot SpecialistAmerican
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll a d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

099

BC-100

Spices
Points:
Double the value of one non-unique treasure on this ship when unloaded at your home island or fort, and then remove Spices from the game.

100

BC-101

Maps of Alexandria
Points:
When revealed, turn all treasure on all wild islands face up for the remainder of the game. Remove Maps of Alexandria from the game.

101

BC-102

Relics
Points:
If one of this ship’s masts or crew would be eliminated by a ship, you may give Relics to the attacker instead, ending that ship’s turn.

102

BC-103

Wolves
Points:
No treasure may be loaded from this wild island until Wolves is eliminated. Wolves is eliminated if successfully hit once by either a Musketeer or a crew with the Marine keyword.

103

BC-104

Wine
Points:
This ship may dock at an opponent’s home island or fort; while there, you may exchange Wine for one treasure there of your choosing. This ship cannot shoot or be shot at if it is within S of an opponent’s home island or fort.

104

BC-105

Rats
Points:
Each non-unique treasure on this ship is worth 1 fewer gold when unloaded. Rats cannot be unloaded.

105

BC-106

Knights of Malta Banner
Points:
If loaded by a Barbary Corsair ship, Knights of Malta Banner is worth 5 gold when unloaded at your home island. If loaded by another nation’s ship, it is worth 1 gold for every mast that ship eliminates while Knights of Malta Banner is aboard.

106

BC-107

Barbary Banner
Points:
If loaded by a Barbary Corsair ship, Barbary Banner is worth 1 gold for every mast that ship eliminates while Barbary Banner is aboard. If loaded by another nation’s ship, it is worth 5 gold when unloaded at your home island.

107

BC-108

Wet Gunpowder
Points:
This ship cannot be given shoot actions. Wet Gunpowder cannot be unloaded from this ship, but you may give this ship a repair action to eliminate Wet Gunpowder instead of repairing a mast.

108

BC-109

Poseidon's Breath
Points:
Load this treasure face down. When this ship is given a move action, you may reveal Poseidon’s Breath: This ship may move her base move as many times as she has masts; no other special abilities may affect her movement. When the movement action ends, eliminate one of this ship’s masts, and then remove Poseidon’s Breath from the game.

109

BC-110

Smokepot SpecialistBarbary Corsair
Points: 3
Once per turn when this ship is given a shoot action, you may declare that one of her cannons is shooting a smokepot instead of a cannon; you do not need to target a ship. Simply place the center of a fog bank within S of this ship; it may not touch an island or any ship docked at an island. Remove the fog bank at the beginning of your next turn.

110

BC-111

Smokepot SpecialistSpanish
Points: 3
Once per turn when this ship is given a shoot action, you may declare that one of her cannons is shooting a smokepot instead of a cannon; you do not need to target a ship. Simply place the center of a fog bank within S of this ship; it may not touch an island or any ship docked at an island. Remove the fog bank at the beginning of your next turn.

111

BC-112

Smokepot SpecialistEnglish
Points: 3
Once per turn when this ship is given a shoot action, you may declare that one of her cannons is shooting a smokepot instead of a cannon; you do not need to target a ship. Simply place the center of a fog bank within S of this ship; it may not touch an island or any ship docked at an island. Remove the fog bank at the beginning of your next turn.

112

BC-113

Smokepot SpecialistFrench
Points: 3
Once per turn when this ship is given a shoot action, you may declare that one of her cannons is shooting a smokepot instead of a cannon; you do not need to target a ship. Simply place the center of a fog bank within S of this ship; it may not touch an island or any ship docked at an island. Remove the fog bank at the beginning of your next turn.

113

BC-114

Smokepot SpecialistAmerican
Points: 3
Once per turn when this ship is given a shoot action, you may declare that one of her cannons is shooting a smokepot instead of a cannon; you do not need to target a ship. Simply place the center of a fog bank within S of this ship; it may not touch an island or any ship docked at an island. Remove the fog bank at the beginning of your next turn.

114

BC-115

CannoneerBarbary Corsair
Points: 2
Once per turn, one of this ship's cannons may shoot again if it misses.

115

BC-116

CaptainBarbary Corsair
Points: 3
This ship may move and shoot using the same move action.

116

BC-117

ExplorerBarbary Corsair
Points: 1
This ship may dock and explore a wild island using the same move action.

117

BC-118

HelmsmanBarbary Corsair
Points: 2
This ship gets +S to her base move.

118

BC-119

MusketeerBarbary Corsair
Points: 3
This ship gains one S range cannon, with a rank of 3 that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

119

BC-120

OarsmanBarbary Corsair
Points: 1
If derelict, this ship gains a base move of S. This crew takes up no cargo space.

120

BC-121

Chainshot SpecialistBarbary Corsair
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a chainshot at a target within S of her. You must declare which cannon will shoot the chainshot before rolling the d6. If the chainshot hits, do not eliminate a mast; instead, the target cannot move on her next turn.

121

BC-122

Stinkpot SpecialistBarbary Corsair
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a stinkpot at a target within S of her. You must declare which cannon will shoot the stinkpot before rolling the d6. If the stinkpot hits, do not eliminate a mast; instead, the target's crew cannot use their abilities on the target’s next turn.

122

BC-123

ShipwrightBarbary Corsair
Points: 2
This ship may repair at sea or at any island.

123

BC-124

Smokepot SpecialistBarbary Corsair
Points: 3
Once per turn when this ship is given a shoot action, you may declare that one of her cannons is shooting a smokepot instead of a cannon; you do not need to target a ship. Simply place the center of a fog bank within S of this ship; it may not touch an island or any ship docked at an island. Remove the fog bank at the beginning of your next turn.

124

BC-125

MusketeerSpanish
Points: 3
This ship gains one S range cannon, with a rank of 3 that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

125

BC-126

MusketeerEnglish
Points: 3
This ship gains one S range cannon, with a rank of 3 that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

126

BC-127

MusketeerFrench
Points: 3
This ship gains one S range cannon, with a rank of 3 that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

127

BC-128

MusketeerAmerican
Points: 3
This ship gains one S range cannon, with a rank of 3 that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

128

BC-129

CaptainSpanish
Points: 3
This ship may move and shoot using the same move action.

129

BC-130

CaptainEnglish
Points: 3
This ship may move and shoot using the same move action.

130

BC-131

CaptainFrench
Points: 3
This ship may move and shoot using the same move action.

131

BC-132

CaptainAmerican
Points: 3
This ship may move and shoot using the same move action.

132

BC-133

Black LotusJade Rebellion
Points: 11
Masts 3 Cargo 5 Base Speed L
Cannons 3L 2L 3L
Junk. This ship gets +1 to her cannon rolls against English ships.
The Black Lotus has been seen near the Barbary Coast chasing English merchant ships loaded with goods from the Far East.

133

BC-134

Tiger's BreathJade Rebellion
Points: 9
Masts 2 Cargo 4 Base Speed S+S
Cannons 3S 3S
Junk. This ship may dock and explore a wild island using the same move action.
The Tiger’s Breath sails only at night, and yet even by lantern light her crew can find gold other ships can’t see even in the day.

134

BC-135a

Zheng Li KwanJade Rebellion
Points: 3
After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.
Considered a hero by the poor, Zheng is hunted by the Ming emperor for his smuggling operation, by the English for his sinking of their ships and stealing of their goods, and by the Manchu Dynasty because of his total lack of respect for them.

135a

BC-135b

CaptainPirate
Points: 3
This ship may move and shoot using the same move action.

135b

BC-136

CaptainJade Rebellion
Points: 3
This ship may dock and explore a wild island using the same move action.

136

BC-200

AramisFrench
Points: 3
Link: Athos, D'Artagnan, Porthos,
Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result. To use this card, replace the ability and point cost of any one French Musketeer with this card’s ability and point cost. To use this card, replace the ability and point cost of any one French Musketeer with this card’s ability and point cost.
Young Aramis is a contradiction: both a daring musketeer defending the honor of himself, his county, and every woman in France and a philosophical and contemplative scholar. Talk of his true love only makes him fight harder.

200

BC-201

PorthosFrench
Points: 4
Link: Aramis, Athos, D'Artagnan
This ship gets +1 to her boarding rolls. To use this card, replace the ability and point cost of any one French Musketeer with this card’s ability and point cost. To use this card, replace the ability and point cost of any one French Musketeer with this card’s ability and point cost.
Porthos is a giant of a man who loves wine, food, women, and gambling—in that order. He isn’t one to worry about planning or strategy; just point him at the fight and let the big man go at it.

201

BC-202

AthosFrench
Points: 6
Link: Aramis, D'Artagnan, Porthos
Marine. To use this card, replace the ability and point cost of any one French Musketeer with this card’s ability and point cost. To use this card, replace the ability and point cost of any one French Musketeer with this card’s ability and point cost.
Leader of this group of musketeers, Athos has a dark past that he tries to drown in drink. His ability to lead with sword and wit is unparalleled, and he is considered one of the finest wielders of sword and gun in France.

202

BC-203

D'ArtagnanFrench
Points: 5
Link: Aramis, Athos, Porthos
As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses. To use this card, replace the ability and point cost of any one French Musketeer with this card’s ability and point cost.
Driven by love and fueled by chivalry, the honest D’Artagnan, an outsider with no money and the sole wish to be the king’s musketeer, must prove his worth to his companions and the king.

203

BC-204

Captain BlackheartPirate
Points: 6
This ship may move and shoot using the same move action. This ship gets +1 to her cannon rolls against Pirate ships. To use this card, replace the ability and point cost of card #030 from Pirates of the Spanish Main with this card’s ability and point cost.
Now that Blackheart has carved out an empire based on fear and terror, he can concentrate on his biggest goal: destroying the other pirates of the Spanish Main, starting with Jack Hawkins and his accursed monkey.

204

BC-205

Genny GallowsPirate
Points: 6
Link: Genny's Red Rampage
This ship may move and shoot using the same move action. This ship gets +1 to her cannon rolls against English ships. To use this card, replace the ability and point cost of card #033 from Pirates of the Spanish Main with this card’s ability and point cost.
Genny’s need for vengeance against the English has only worsened since Woodes Rogers and the English military deemed her irrelevant. She is determined to make them rue their misjudgment.

205

BC-206

David 'Bones' WileyPirate
Points: 3
Link: Sea Nymph
Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result. To use this card, replace the ability and point cost of card #035 from Pirates of the Spanish Main with this card’s ability and point cost.
Wiley’s skull dice told him to secure the Sea Nymph at any cost, and he has sailed on her ever since. The ship and his dice have kept him alive, his crew showered in gold, and his named feared all over the Spanish Main.

206

BC-207

Commander TempleEnglish
Points: 5
Broadsides Attack. To use this card, replace the ability and point cost of card #068 from Pirates of the Spanish Main with this card’s ability and point cost.
Temple discovered Doone’s little secret from a drunken sailor in Barbados. He has promised to keep it a secret if she will accept his hand, and now he’s doing all he can to get promoted, including anything Rogers asks of him.

207

BC-208

Countess Diana DooneEnglish
Points: 0
Limit. Ransom. Choose one English crew during setup; this crew is linked to that crew. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result. To use this card, replace the ability and point cost of card #062 from Pirates of the Spanish Main with this card’s ability and point cost.
Her secret known by Commander Temple, the countess is now looking for a way out of her engagement. If it means aligning herself with America, France, Spain, or even pirates, Diana will find a way.

208

BC-209

Almirante Devante del NeroSpanish
Points: 4
This ship gets +1 to her cannon rolls against any non–Spanish ship or fort. To use this card, replace the ability and point cost of card #090 from Pirates of the Spanish Main with this card’s ability and point cost.
While he hunted pirates, Spain lost ground to all the other nations on the Crimson Coast. Now Del Nero has expanded his personal crusade to include any who oppose Spain—not only pirates.

209

BC-210

Commandante Antonio de SilvaSpanish
Points: 5
Link: All Spanish ships
Broadsides Attack. To use this card, replace the ability and point cost of card #096 from Pirates of the Spanish Main with this card’s ability and point cost.
After De Silva learned how to use cannons, he devised several clever, cannon-only strategies. At the request of the Crown, he has dedicated himself to teaching these methods to the entire Spanish fleet.

210

BC-211

Bloody JakePirate
Points: 4
Link: Havana Black
This ship gets +1 to her boarding rolls. To use this card, replace the ability and point cost of card #030 from Pirates of the Crimson Coast with this card’s ability and point cost.
Some say Bloody Jake’s lost his touch since an extended stay with some missionaries on what was thought to be a deserted island. Havana Black still stands by him…for now.

211

BC-212

Administrator Scott BratleyEnglish
Points: 5
Once per turn, one crew or ship within S of this ship cannot use its ability that turn. To use this card, replace the ability and point cost of card #046 from Pirates of the Crimson Coast with this card’s ability and point cost.
With his civil-servant demeanor and uncanny ability to blend into a crowd, Bratley can learn all sorts of things, without anyone ever knowing who or what he is.

212

BC-213

El Duque Rafael de Moreno y RiveraSpanish
Points: 2
This ship gets +1 to her cannon rolls against Barbary Corsair ships. To use this card, replace the ability and point cost of card #059 from Pirates of the Crimson Coast with this card’s ability and point cost.
El Duque took it upon himself to sail back to the Barbary Coast, despite the Crown’s objections. He is focused on fighting only Barbary Corsairs—even if it means being stripped of title, land, and even his freedom.

213

BC-214

Lady BaptistePirate
Points: 6
Link: Golden Medusa
This ship may move and shoot using the same move action. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result. To use this card, replace the ability and point cost of card #018 from Pirates of the Revolution with this card’s ability and point cost.
Lady Baptiste knows that those who “want” her only want to use her or get her out of the way. Her personal revolution is against oppressors, whether they fly a flag of Europe, the New World, or the Jolly Roger.

214

BC-215

Carl SmithAmerican
Points: 5
This ship gets +1 to her cannon rolls against forts within S of her. She gets +1 to her boarding rolls. To use this card, replace the ability and point cost of card #093 from Pirates of the Revolution with this card’s ability and point cost.
His heroics in battle against the English along the Atlantic Coast gained Smith the respect of the professional fighters of the new American navy. They have sent him to train at Thompson’s Island so that he can continue the fight against America’s enemies.

215

BC-216

Diamond Nelson TurnerAmerican
Points: 5
Once per turn, one crew or ship within S of this ship cannot use its ability that turn. To use this card, replace the ability and point cost of card #094 from Pirates of the Revolution with this card’s ability and point cost.
In his travels along the Crimson Coast, Turner made both friends and enemies. But no matter the relationship, he always walks away with more information than he had when he arrived.

216

BC-217

Ralph DavidAmerican
Points: 8
Ghost Ship. To use this card, replace the ability and point cost of card #098 from Pirates of the Revolution with this card’s ability and point cost.
David’s family gave him up for dead after Blackheart sank his ship off the Carolina coast. Yet sailors swear they still see a ship flying the David family crest and can hear his voice giving commands across the shoals when the wind is soft and the moon is high.

217

SCS-001

Grand DynastyJade Rebellion
Points: 15
Masts 6 Cargo 4 Base Speed S
Cannons 3S 3S 3L 3L 3L 4S
Link: Ms. Cheng
Junk. If this ship shoots at a ship that was previously shot at by another ship this turn, she gets +1 to her cannon rolls against that ship this turn.
Mrs. Chang’s flagship is known as a symbol of the Jade Rebellion’s ruthlessness and desperation. She will often hunt previously-damaged ships to sink them once and for all.

001

SCS-002

Grand TempleJade Rebellion
Points: 20
Masts 6 Cargo 3 Base Speed S+S
Cannons 3S 3S 2L 2L 2L 2L
Link: Sensei Xu
Junk. After this ship resolves a shoot action, she may move as a free action.
Captain Xuang has turned his ship into a floating temple for Sensei Xu who thus inspiring his crew to push themselves harder to achieve things normal crews cannot.

002

SCS-003

Grand MountainJade Rebellion
Points: 14
Masts 6 Cargo 4 Base Speed S
Cannons 3S 3S 3L 2L 3L 3S
Junk. This ship gets +1 to her cannon rolls against English ships.
The Grand Mountain was commissioned with one single-minded purpose: to hunt down and destroy the English colonists invading the South China Seas.

003

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Grand WindJade Rebellion
Points: 15
Masts 6 Cargo 6 Base Speed S
Cannons 4S 4S 4L 4L 4L 5S
Junk. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
The Great Wind is so named because of her unnatural ability to sail under even the slightest breeze, or for her cannons to hit even the smallest target. It is said the wind itself loves her so much that it assists her at every opportunity.

004

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Grand PathJade Rebellion
Points: 17
Masts 6 Cargo 5 Base Speed L
Cannons 2S 2S 2S 2S 2S 2S
Junk. This ship gets +1 to her boarding rolls.
The Grand Path is crewed by those who adhere to the old warrior codes. Her crew has gained a reputation for fierceness in battle, and many captains stay away so they do not have to face her skilled warriors.

005

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Divine WindJade Rebellion
Points: 10
Masts 3 Cargo 4 Base Speed L
Cannons 3S 3L 3S
Link: Warlord Cavendish
Junk. If this ship shoots at a ship that was previously shot at by another ship this turn, she gets +1 to her cannon rolls against that ship this turn.
Captained by the turncoat Englishman named Warlord Cavendish, the Divine Wind preys on the weakest ships – no matter what flag they sail under.

006

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East WindJade Rebellion
Points: 10
Masts 3 Cargo 3 Base Speed S+L
Cannons 2S 4L 2S
Junk. After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.
The crew of the East Wind made a fortune trading silks and spices before the European colonization. They continue in their old trade, but in secrecy rather than in the open, having established a network of secret island ports.

007

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Sea WindJade Rebellion
Points: 17
Masts 3 Cargo 4 Base Speed S+S+S
Cannons 4L 4L 4L
Junk. This ship gets +1 to her cannon rolls for every friendly ship within S of her.
Admiral Hwong’s forceful presence on the Sea Wind is an inspiration to all other members of the Jade Rebellion, inspiring them to great acts whenever they sail together against the European colonists.

008

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TyphoonJade Rebellion
Points: 11
Masts 3 Cargo 4 Base Speed S+S
Cannons 4S 4L 4S
Link: Dragon Eyes
Junk. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
The Typhoon had no name until the mysterious Dragon Eyes saw it survive the great spring storm that batter the Japanese coast. After killing it's captain and crew Dragons Eyes assumed command and no considers himself a force of nature.

009

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Virtuous WindJade Rebellion
Points: 14
Masts 3 Cargo 5 Base Speed S+L
Cannons 2L 2L 2L
Junk. This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
The sailors crewing the Wind of Virtue have built a shrine honoring their ancestors and imploring their guidance. They attribute their skill at stealing plunder from under their enemies noses to the helping hand of their forefathers.

010

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Clear WindJade Rebellion
Points: 11
Masts 3 Cargo 4 Base Speed L
Cannons 3L 3L 3L
Junk. If this ship shoots at a ship that was previously shot at by another ship this turn, she gets +1 to her cannon rolls against that ship this turn.
The captain of the Clear Wind, a mysterious man who calls himself Xiu, claims to have lived in the Spanish colonies in the new world and learned the secrets of European naval tactics. Whether this is true or not, the Clear Wind often takes advantage of weaknesses in her enemies with startling precision.

011

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Sea SerpentJade Rebellion
Points: 13
Masts 2 Cargo 3 Base Speed S+L
Cannons 2L 2S
Junk. After this ship resolves a shoot action, she may move as a free action.
The Sea Dragon was built for speed, and can outrun and outmaneuver many European and American ships intent on colonizing the South China Seas. She has taken many larger prizes and is a constant thorn in the side of European powers.

012

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Sea LionJade Rebellion
Points: 9
Masts 2 Cargo 3 Base Speed S+S
Cannons 4L 4L
Junk. When this ship is docked at your home island, you may eliminate one treasure. It becomes a 3S cannon that can be eliminated only when the ship sinks.
The Sea Lion’s crew contains captured European metalworkers, who are made to continually upgrade the ship’s weapons. Rumors abound that these men are not prisoners but defectors, and both Spain and France have issued enormous bounties for the capture of this ship.

013

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Sea TigerJade Rebellion
Points: 6
Masts 2 Cargo 2 Base Speed S+S+S
Cannons 4S 4S
Junk.
The Sea Tiger first honed her skills against the Europeans off the coast of India and Ceylon before returning home to join the Jade Rebellion against the growing threat of colonization in the South China Sea.

014

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Sea CraneJade Rebellion
Points: 9
Masts 2 Cargo 3 Base Speed S+L
Cannons 3L 3L
Junk. One of this ship's treasures is worth +1 gold when she docks at your home island.
Captain Yuong of the Sea Crane is as shrewd a businessman as he is a sailor, and can often fence his ill-gotten goods at prices other pirates can only dream of – although he has been forced to beat a hasty retreat when the other side realized they’d been had!

015

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Sea PhoenixJade Rebellion
Points: 9
Masts 2 Cargo 4 Base Speed L
Cannons 2S 2S
Junk. Once per turn, this ship may randomly take one treasure from any ship she touches.
The captain of the Sea Phoenix, Suong, studied naval tactics at several schools in Europe. He has turned his knowledge of the ins and outs of European ships into a lucrative business of stealing cargo without actually engaging the enemy.

016

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Sea DuckJade Rebellion
Points: 8
Masts 2 Cargo 3 Base Speed S+L
Cannons 3L 3S
Junk. You may double the range of this ship's cannons each turn, but you must roll a 6 to hit.
The Sea Duck’s guns are legendary on the South China Seas. The Calico Cat once claimed that the Sea Duck’s gunners blew her crow’s nest off from five miles away.

017

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Admiral YiJade Rebellion
Points: 6
Masts 1 Cargo 2 Base Speed S+S
Cannons 3L
Turtle Ship. If this ship shoots at a ship that was previously shot at by another ship this turn, she gets +1 to her cannon rolls against that ship this turn.
The Admiral Yi is so unusual, it is rumored that Captain Jack Hawkins considered making the journey to the South China Seas just to take a shot at capturing her.

018

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Hansan IslandJade Rebellion
Points: 7
Masts 1 Cargo 3 Base Speed L
Cannons 2S
Turtle Ship. This ship cannot be pinned.
Although covered in metal, the crew of the Hansan Island have found ways to maneuver their ship out of situations others would deem hopeless and has survived more encounters with the French navy than any other ship.

019

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Glorious TreasureJade Rebellion
Points: 6
Masts 1 Cargo 2 Base Speed S+S
Cannons 3S
Turtle Ship. On the turn this ship is pinned, eliminate one crew and one mast from the enemy ship.
The Glorious Treasure was so named when the crew - a bunch of theives and murders - found that that the name itself will attach larger ship and more stupid captains to investigate her.

020

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Noble SwanJade Rebellion
Points: 6
Masts 1 Cargo 2 Base Speed S+L
Cannons 2S
Turtle Ship. Ramming cannot eliminate this ship's masts.
The Noble Swan was constructed of the hardest iron and oak. Ships that attempt to ram her find themselves splintering, while the Noble Swan’s jeering crew prepare to turn the hunter into the hunted.

021

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Proud TortoiseJade Rebellion
Points: 7
Masts 1 Cargo 2 Base Speed S+L
Cannons 2L
Turtle Ship. L-range cannons cannot hit this ship.
The Proud Tortoise is festooned with the aphorisms of Kong Tzu, inspiring its crew not only to great deeds in battle, but to remind them of their place in the grand scheme of the universe.

022

SCS-023

Zheng Li KwanJade Rebellion
Points: 5
Once per turn, you may eliminate one of this ship's crew to give her an extra action. After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.
Ever since England teamed up with Hong Kong merchants to sink his first ship, Kwan has lived by one edict: Destroy each and every enemy you face. Only their deaths will bring you peace.

023

SCS-024

Shap-'ng-TsaiJade Rebellion
Points: 5
Link: All Jade Rebellion ships
Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice. This ship gets +1 to her cannon rolls against English ships.
With over 100 junks at his disposal and bases hidden along the Chinese coast, Tsai claims that he will be the one to topple the English empire.

024

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Katsura-chanJade Rebellion
Points: 6
This ship may move and shoot using the same move action. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
Some say that Katsura-chan was a member of a secret warrior caste that trained women in the art of deception and espionage. Since falling in love with an American sailor, however, she has taken to the sea to follow her heart.

025

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Ms. ChengJade Rebellion
Points: 0
Link: Grand Dynasty
Limit. Ransom. Choose one Jade Rebellion crew during setup; this crew is linked to that crew. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
When her husband died, Ms. Cheng found herself in charge of the largest pirate network in the South China Seas. Now she and her new lover, Chang Pao, run the fleet even better than her husband did.

026a

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Kian NgJade Rebellion
Points: 4
When this ship hits an enemy ship, you may also eliminate one cargo from that ship.
Kian Ng is a pyrotechnic savant. He can not only blow up an enemy ship, but also do it with colorful patterns and with such style that even other enemy ships will sit and watch rather than continue their attacks.

026b

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Chang PaoJade Rebellion
Points: 4
This ship gets +1 to her cannon rolls against any non–Jade Rebellion ship.
Once just another Jade Rebellion sailor, Pao was handpicked by Ms. Cheng to be her personal captain. He now leads her fleet with an iron hand, demanding allegiance of all who sail for him.

027a

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Dragon EyesJade Rebellion
Points: 10
Link: The Nameless
This ship may move and shoot using the same move action. If this ship wins a boarding party, she may capture the crew with the highest point cost instead of eliminating it. This captured crew becomes cargo worth its point cost in gold when unloaded at your home island.
The real name of Dragon Eyes is kept by the sea. Those who survive his attacks claim that he is really a dragon in human form…and the captives he takes, well, they are just food.

027b

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The NamelessJade Rebellion
Points: 4
Link: Dragon Eyes
This ship gets +1 to her boarding rolls.
Dragon Eyes’ crew is a group as soulless as he. They never speak, they never get captured—and they never lose.

028a

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Warlord CavendishJade Rebellion
Points: 5
Link: Divine Wind
Pirate crew may use their abilities on this ship. Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice.
English by birth, Lloyd Stephen Cavendish was sent by the East Indian Trading Company to open up more Chinese ports. After a jungle encounter, he gained the allegiance of the Jade Rebellion, who call him “warlord.”

028b

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Sensei XuJade Rebellion
Points: 3
Link: Grand Temple
This crew takes up no cargo space when revealed. When revealed, put a crew with point cost 2 or less from outside of the game onto this ship.
It is every captain’s honor to have Sensei Xu on his ship. Many have even given up their own quarters to make him comfortable. His longevity and wisdom are legend, and he seems to offer protection to any ship on which he sails.

029a

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Li QuinJade Rebellion
Points: 0
Limit, Ransom. Place this crew face up during setup. You may build your fleet using 5 more points than the game's build total. This crew cannot leave this ship unless captured or eliminated.
A Hong Kong trader and middleman, Li Quin knows everyone, from the lowliest dock worker to England’s royal ambassador. Nothing is out of his reach, and if he hasn’t heard about it, then it just doesn’t exist.

029b

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Firepot SpecialistJade Rebellion
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

030

SCS-031

Lady’s ScornPirate
Points: 16
Masts 5 Cargo 5 Base Speed L
Cannons 4L 3L 3L 3L 4L
Link: Calico Cat
Broadsides Attack.
Calico Cat has outfitted the Lady’s Scorn with the largest cannons she can carry, and has been reported in the South China Seas hunting for someone who crossed her. Everyone agrees that whomever Calico Cat seeks, that person will not live to tell about the encounter.

031

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Feathered HatPirate
Points: 12
Masts 4 Cargo 3 Base Speed S+L
Cannons 2S 3S 3S 3S
Crew of any nationality may use their abilities on this ship.
Captain Rontacourt collects sailors from different nations like other pirates collect coins, taking great pains to protect “rare” crew from harm.

032

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Black HeartPirate
Points: 13
Masts 4 Cargo 5 Base Speed S+L
Cannons 4L 3L 3S 4S
Link: The Headhunter
Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
Under the command of Headhunter, this ship—the former HMS Conrad—was painted black from stern to sails to reinforce her “heart of darkness” mystique.

033

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Bloody SpearPirate
Points: 13
Masts 4 Cargo 4 Base Speed L
Cannons 3S 3L 3L 3S
Schooner. This ship gets +1 to her boarding rolls.
Commanded by an imposing giant who calls himself Commodore Brumwell, the Bloody Spear is known for sailing directly at enemy ships—ignoring cannon fire and swarming the decks!

034

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AccusedPirate
Points: 11
Masts 3 Cargo 4 Base Speed L
Cannons 2S 2S 2S
Link: Bruce Grey
This ship’s crew cannot be eliminated unless she sinks.
With a crew of convicts the Accused loves the irony of her name. Gray's crew would rather die freemen at sea than spend another second in the Australian penal colonies.

035

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MadagascarPirate
Points: 13
Masts 3 Cargo 4 Base Speed S+L
Cannons 4S 4L 4S
After this ship resolves a shoot action, she may move as a free action.
Making its home port on the pirate haven for which it’s named, the Madagascar plies the South China Seas each spring, plundering the silk routes, before returning home each fall laden with booty.

036

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Greed’s HammerPirate
Points: 11
Masts 3 Cargo 4 Base Speed L
Cannons 2S 2L 2S
One of this ship's treasures is worth +2 gold when unloaded at your home island.
The captain of Greed’s Hammer struck a deal with his crew that so long as a single breath remained in his body, he would get them more gold than they weigh. So far he has lived up to that promise.

037

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Plague of the EastPirate
Points: 9
Masts 2 Cargo 4 Base Speed L
Cannons 3L 3S
Once per turn, if this ship carries treasure and is within S of an enemy ship, you may randomly trade one treasure with that ship.
The Plague of the East and her crew go out of their way to attack American ships. Some say that she is merely the pawn a European power that does not wish to claim responsibility for the attacks.

038

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Yarbrough’s RevengePirate
Points: 8
Masts 2 Cargo 3 Base Speed S+S
Cannons 3S 2S
Once per turn, this ship may randomly take one treasure from any ship she touches.
Fleeing an insult to his honor in New Orleans, Yarborgh renamed he ship found a new crew and left for the South China Seas to prove his worth.

039

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BandidoPirate
Points: 6
Masts 1 Cargo 2 Base Speed S+S
Cannons 3L
When this ship carries no cargo, she gets +S to her base move.
Captain de la Cruz insists that he is the son of a Spanish Count. His crew do not dispute this as long as de la Cruz continues to bring them the fat prizes of French and English merchants on the silk routes.

040

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The HeadhunterPirate
Points: 6
Link: Black Heart
This ship gets +1 to her cannon rolls against any non-Pirate ship. Once per turn, you may eliminate one of this ship’s crew to give her an extra action.
The Headhunter does not heed the call of civilization. His appearance—the human bones that hang from his neck and decorate his ship—and tribal crew put him in a different category of pirate: the soulless.

041

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Calico CatPirate
Points: 6
Link: Lady's Scorn
This ship may move and shoot using the same move action. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
Too successful in the Atlantic, the Cat became a target of every nation that sailed there. But it was treachery by her own crew that nearly led her to the gallows. Disguised as a widowed Puritan, she escaped to the Pacific, where she has but one goal: to amass enough power to return for her revenge.

042

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Kanhoji AngriaPirate
Points: 6
This ship gets +1 to her cannon rolls against English ships. This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
Kanhoji Angria watched as the English came to his small village and established themselves as masters. Taking the fight to the English, he strives to steal back the wealth taken from his beloved country.

043a

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Bruce GreyPirate
Points: 4
Link: Accused
This ship gets +1 to her cannon rolls against any non–Pirate ship.
En route to an Australian penal colony, Bruce Grey led a mutiny aboard the ship. Taking his newly renamed ship to the South China Seas, Grey has only one agenda: never to be chained again. His men are loyal because Grey means their freedom.

043b

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Firepot SpecialistPirate
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

044

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HMS Lord KetteringEnglish
Points: 13
Masts 5 Cargo 4 Base Speed L
Cannons 3S 3L 3L 3L 3S
This ship gets +1 to her cannon rolls against Jade Rebellion ships.
The Lord Kettering has been charged with keeping the peace in England’s fledgling colonies in the South China Seas.

045

SCS-046

HMS MaltonEnglish
Points: 14
Masts 4 Cargo 4 Base Speed L
Cannons 3L 3L 3L 3L
Link: William Dampier
As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.
Dampier has given his crew the right to attack without regard - if there is to be a price to pay he will accept it. Hs crew has responded with the will to attack everyone with gusto.

046

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HMS CaledoniaEnglish
Points: 9
Masts 4 Cargo 3 Base Speed L
Cannons 3S 3S 3S 4S
Link: Ken Wang Cho
Schooner. When touching a Jade Rebellion ship, this ship may load as much of that ship's treasure as she can carry.
Captain Griffin has accepted Ken Wang Cho on his ship as a naval apprentice. With a native on his ship, Griffin discovered that the key to taking goods is to show your enemy that you are really a friend.

047

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HMS GalapagosEnglish
Points: 15
Masts 4 Cargo 4 Base Speed S
Cannons 3L 2L 2L 3L
Schooner. This ship gets +L to her base move if she has all of her masts.
A converted whaling ship, the Galapagos is one of the fastest vessels in the South China Sea, and acts as an interdictor when the Jade Rebellion tries to move goods without the proper interference of English taxation.

048

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HMS CheshireEnglish
Points: 14
Masts 3 Cargo 4 Base Speed S+L
Cannons 4L 4L 4L
After this ship resolves a shoot action, she may move as a free action.
The HMS Cheshire is one of the oldest ships in England’s fleet, but even after countless careenings and refittings she looks as good as the day she was launched.

049

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HMS Prince of ChichesterEnglish
Points: 13
Masts 2 Cargo 5 Base Speed S+S
Cannons 2S 2S
This ship cannot be shot at by ships within S of her.
Captain Merimount commands the Prince of Chichester with exceptional skill reflective of his studies at England’s Naval Academy.

050

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HMS HiberniaEnglish
Points: 13
Masts 2 Cargo 4 Base Speed L
Cannons 2L 2L
This ship’s cannons may not be eliminated (masts still may be). If derelict, she cannot shoot.
The Hibernia developed a reputation for speed, but even so enemies often underestimate her quickness in naval combat – something Captain Kenyon uses to his advantage.

051

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HMS GallantEnglish
Points: 8
Masts 3 Cargo 3 Base Speed L
Cannons 3S 4L 3S
Jade Rebellion crew may use their abilities on this ship.
Captain Lucius has taken a different tack in his struggle against the Jade Rebellion: make friends of them first, so they cannot resist the lure of English gold.

052

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HMS ResoluteEnglish
Points: 9
Masts 2 Cargo 2 Base Speed S+S
Cannons 3S 3S
This ship gets +1 to her boarding rolls.
The Resolute patrols England’s many penal colonies in the South China Seas, offering protection when necessary and occasionally pressing the most bloodthirsty murderers into service.

053

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HMS DiscoveryEnglish
Points: 7
Masts 1 Cargo 2 Base Speed S+S+S
Cannons 2S
Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
When the science crew abourd the Discovery saw the riches of man - jade, gold, and gems - the riches of nature became the last thing they cared for.

054

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William DampierEnglish
Points: 5
Link: HMS Malton
Pirate crew may use their abilities on this ship. Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice.
Is Dampier a pirate? The Spanish whose ships he sank claim so. What about a loyal vassal of the Crown? He did twice circumnavigate the globe under the English flag. Or is he just a lucky wag whose journals captured the imaginations of the English and made him a household name?

055

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James CookEnglish
Points: 3
Once per turn, if this ship is within S of an island, you may mark the island as explored without docking at it. The island becomes unexplored in regards to all other players.
James Cook opened up the Pacific Ocean to the English, and his uncanny ability to map each and every piece of land he has encountered means that the sun never sets on the English empire.

056

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Ken Wang ChoEnglish
Points: 2
Link: HMS Caledonia
Jade Rebellion crew may use their abilities on this ship.
Recruited from a successful Hong Kong trading family to learn the ways of the English navy, Ken Wang Cho offers England a unique benefit: unlimited sailors without consideration of loyalty.

057a

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Hidden Cove
Points: 2
Reveal this event at the beginning of one of your turns: As a free action, dock one of your ships at the nearest unexplored wild island or the nearest wild island with no treasure on it.

057b

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Colin MaberlyEnglish
Points: 3
Once per turn, if this ship carries treasure and is within S of an enemy ship, you may randomly trade one treasure with that ship.
Colin Maberly’s success can be directly attributed to his appetite for linguistic clarity: He learned Mandarin, Cantonese, and even Japanese, not only always to be understood, but also always to understand.

058a

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Favor of the Gods
Points: 2
Reveal this event at the beginning of one of your turns: Remove all events from the game.

058b

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Firepot SpecialistEnglish
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

059

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La Voz de DiosSpanish
Points: 16
Masts 5 Cargo 4 Base Speed S+S
Cannons 4L 3L 3L 3L 4L
Broadsides Attack.
Superstitious Spanish sailors renamed Spain’s flagship the “Voice of God” because of the thunderous noise her many cannons make when she attacks.

060

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Santa AnaSpanish
Points: 15
Masts 4 Cargo 5 Base Speed L
Cannons 2S 3L 3L 2S
Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action.
Admiral del Gato himself has made the Santa Anna his personal ship, and the precision of command and motivation he lends the sailors make her a formidable opponent in any battle.

061

SCS-062

El Príncipe de AsturiasSpanish
Points: 14
Masts 4 Cargo 5 Base Speed L
Cannons 3L 3L 3L 3L
Schooner. If this ship has a Captain crew, she gets +1 to her cannon rolls.
The Prince de Asturias was reassigned to the South China Seas after leading several successful campaigns against the Barbary Corsairs in the Mediterranean. Now, her crew uses their considerable experience against the Jade Rebellion.

062

SCS-063

La HabanaSpanish
Points: 8
Masts 3 Cargo 4 Base Speed L
Cannons 3S 3S 3S
You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit.
Crewed by a mix of Aztec and Incan Indians from the Caribbean, La Habana has been charged with hunting English and French merchants.

063

SCS-064

El AlquimistaSpanish
Points: 11
Masts 3 Cargo 4 Base Speed S+L
Cannons 3S 3L 3S
One of this ship's treasures is worth +2 gold when unloaded at your home island.
El Alquimista’s capitan, Cesar Bonilla, has developed a reputation for finding the most lucrative prizes in the South China Seas. Some say he can even convert silk to gold!

064

SCS-065

La AnunciadaSpanish
Points: 7
Masts 2 Cargo 2 Base Speed S+S+S
Cannons 3S 3S
Jade Rebellion crew may use their abilities on this ship.
Although she flies the Spanish flag, La Anunciada is all but a renegade ship, freely mingling with the Jade Rebellion and her capitan openly expressing sympathy for the Jade Rebellion’s cause.

065

SCS-066

San AgustinSpanish
Points: 10
Masts 3 Cargo 5 Base Speed L
Cannons 4L 4L 4S
After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.
The San Agustin and her crew have been charged with exploring the Philippine archipelago and rooting out any banditry there.

066

SCS-067

El AlgecirasSpanish
Points: 11
Masts 2 Cargo 3 Base Speed S+L
Cannons 2S 2S
This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
Capitan Vencinia of El Algeciras is a crafty swashbuckler, often offering to destroy English and French ships for the ability to dock at the other’s ports. While there he steals their treasure before they can discover his deception.

067

SCS-068

San LeandroSpanish
Points: 10
Masts 1 Cargo 3 Base Speed S+L
Cannons 3L
L-range cannons cannot hit this ship.
One of the few female captains in the Spanish Fleet, Elisa Vega instructs the San Leandro to feign ignorance when dealing with other ships - and then striking at the last instant.

068

SCS-069

Almirante Carlos Pavón y MirandaSpanish
Points: 6
This ship may move and shoot using the same move action. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
Headquartered in Manila with a fleet of older ships, the almirante has found himself increasingly detached from the court in Madrid. His goal is to visit each island in the Philippines to make sure they are loyal to him—and possibly also to Spain.

069

SCS-070a

Horacio LinaresSpanish
Points: 2
Jade Rebellion crew may use their abilities on this ship.
Discovered sleeping in the hull of a Spanish merchant ship, Horacio was granted a choice: death or servitude. He has since worked for Spain as a lesson to the rebellious Filipino factions.

070a

SCS-070b

False Treasure
Points: 10
Reveal this event at the beginning of one of your turns and choose an enemy ship. Remove any treasure printed with a gold value on that ship from the game, and then remove False Treasure from the game.

070b

SCS-071a

Padre FranciscoSpanish
Points: 3
This crew takes up no cargo space when revealed. When revealed, put a crew with point cost 2 or less from outside of the game onto this ship.
Sent to convert the Filipinos, Padre Francisco discovered that although it is his job to save souls, others would rather buy and sell them. It is this conflict that the good padre has not yet resolved in his heart.

071a

SCS-071b

Rolling Fog
Points: 1
Reveal this event at the beginning of one of your turns and place its token on a fog bank: At the beginning of each of your turns, roll one d6 and move the fog bank 1S in the direction that matches the die result.

071b

SCS-072

Firepot SpecialistSpanish
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

072

SCS-073

La GauleFrench
Points: 14
Masts 5 Cargo 4 Base Speed S+S
Cannons 4L 4L 4L 4L 4L
This ship gets +1 to her cannon rolls against any non–French ship.
In a race to control the Pacific, the French have pinned their hopes on the Gaule; a ship that lost crew to the English in the Barbary Coast and the Americans in the Atlantic and has no intention of losing anything ever again.

073

SCS-074

La ScipionFrench
Points: 11
Masts 4 Cargo 4 Base Speed L
Cannons 4S 4L 4L 4S
Crew of any nationality may use their abilities on this ship.
La Scipion began her voyages on the Spanish Main before journeying to the South China Seas. Along the way, she has picked up a colorful crew comprising almost every conceivable nationality.

074

SCS-075

La GeographeFrench
Points: 12
Masts 4 Cargo 4 Base Speed S+L
Cannons 3S 4L 4L 3S
Link: Nicolas-Thomas Baudin
Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
This fast, sleek ship seems to stay ahead of everyone in her quest to create maps of unexplored areas and to track the enemy for her country.

075

SCS-076

Le PlutonFrench
Points: 15
Masts 4 Cargo 5 Base Speed L
Cannons 2S 3S 4S 2S
Schooner. As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.
Le Pluton makes her home port in Fiji, but she plies the Pacific looking for easy merchant prizes. Her crew has been known to board ships much larger than she, earning them a reputation for bravery—or stupidity.

076

SCS-077

La CorseFrench
Points: 12
Masts 3 Cargo 3 Base Speed L
Cannons 3S 4L 3S
After this ship resolves a shoot action, she may move as a free action.
La Corse sports massive 20-pound cannons, and her crew has been specially trained to fire them. She first used them at Trafalgar, and has since enjoyed a long and lucrative tour in the South China Seas.

077

SCS-078

Le Mont BlancFrench
Points: 12
Masts 2 Cargo 2 Base Speed S+S
Cannons 3L 3L
This ship eliminates two masts with one hit.
La Mont Blanc’s captain, Jacque LeDeux, insists that his crew go through a series of drills three times a day. As a result, they are one of the most frighteningly effective crews in the South China Seas.

078

SCS-079

L' HerosFrench
Points: 13
Masts 3 Cargo 4 Base Speed S+L
Cannons 2S 2S 2S
This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
L'Heros sails with unofficial orders to find and sack enemy ports. She is often spotted sailing out of a harbor at night, laden with ill-gotten loot.

079

SCS-080

La FureurFrench
Points: 3
Masts 2 Cargo 3 Base Speed L
Cannons 4S 4S
This ship’s base move becomes S when she reaches her cargo limit.
The crew of La Fureur-a captured English ship-claim she still stinks of blood pudding and limes. That has not stopped them from disrupting English shipping throughout the South China Seas.

080

SCS-081

L' ArgusFrench
Points: 10
Masts 1 Cargo 3 Base Speed S+S
Cannons 2S
This ship cannot be shot at by ships within S of her.
Calico Cat lost L’Argus in a game of dice with a Frenchman in New Orleans. Calico Cat has offered a bounty to anyone who can reclaim her.

081

SCS-082

Nicolas-Thomas BaudinFrench
Points: 3
Link: La Geographe
Once per turn, if this ship is within S of an island, you may mark the island as explored without docking at it. The island becomes unexplored in regards to all other players.
A sailor, scientist, botanist, and geographer, Baudin discovered a way to safely transport plants and animals to France from the South China Seas. Even as he sends one ship back, he buys another to keep mapping and exploring.

082

SCS-083a

Gentil de la BarbinaisFrench
Points: 4
This ship gets +1 to her cannon rolls against any non-French ship.
After raiding and plundering holdings along the west coast of South America, Barbinais found himself in the South China Seas. The wealth of the English ships there has taken his plundering to a whole new level.

083a

SCS-083b

Cursed Zone
Points: 3
Reveal this event at the beginning of one of your turns and place its token anywhere on the play area (except on an island or terrain): Any die rolls made for ships within L of the token get -2 to their results.

083b

SCS-084a

Princess Arii AuraaFrench
Points: 0
Always place this crew face up; it cannot be eliminated unless its ship sinks. Crew placed on this ship cost no points, but they always each take up one cargo space. When this ship is hit, roll a d6. On a result of 5 or 6, move the crew on this ship with the highest point cost to a wild island chosen by the player to your left.
Arii Auraa was captured by a lecherous captain who planned to keep her forever. After her father prayed to the sea gods to avenge his daughter, the captain was struck dead after eating bad dates. Since then, ships carrying the princess have been beset by strange events.

084a

SCS-084b

Duel
Points: 5
Reveal this event at the beginning of one of your turns: Choose one of your crew and one enemy crew. For each chosen crew, roll a d6 and add the result to the crew's point cost. The crew with the lowest result is removed from the game. In case of a tie, remove both crew from the game. Then remove Duel from the game.

084b

SCS-085

Firepot SpecialistFrench
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

085

SCS-086

USS Thomas JeffersonAmerican
Points: 17
Masts 5 Cargo 5 Base Speed L
Cannons 2S 2S 2S 2S 2S
As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.
The Thomas Jefferson is the symbol of America’s growing military might in the South China Sea. Made of the finest New England oak and crewed by men who believe that nothing shall stop this new country be it freind or foe.

086

SCS-087

USS AppalachianAmerican
Points: 14
Masts 4 Cargo 3 Base Speed L
Cannons 4L 3L 3L 4L
Broadsides Attack.
Captain Mason outfitted the Appalachian with cannons he purchased himself and his claims that those cannons are used to protect American merchants seem to mean he can fire on enemy ships without provocation.

087

SCS-088

USS HudsonAmerican
Points: 12
Masts 4 Cargo 3 Base Speed S+L
Cannons 3L 3L 3L 3S
Schooner. Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.
Captain Harper commands the Hudson with an iron fist. His crew often grumble about their tasks, but are fiercely loyal and would follow him to Hell and back if he were to ask it.

088

SCS-089

USS James MadisonAmerican
Points: 10
Masts 3 Cargo 4 Base Speed S+L
Cannons 4L 4L 4L
Once per turn, this ship may look at one face-down cargo on any ship.
Captain Dunne has made contacts throughout the South China Seas, and at any one time he knows the location of a half-dozen valuable prize ships, making him a favorite among his men.

089

SCS-090

USS MontezumaAmerican
Points: 8
Masts 2 Cargo 2 Base Speed S+S
Cannons 2L 2L
Other ships do not block this ship’s line of fire.
USS Montezuma’s stacked guns represent an American innovation in ship design. After they were used to defeat the Barbary Corsairs, all enemies now seem like a piece of cake.

090

SCS-091

USS Valley ForgeAmerican
Points: 8
Masts 2 Cargo 3 Base Speed L
Cannons 3L 2S
When this ship hits another ship, you choose which mast is eliminated.
USS Valley Forge patrols the waters around Manila, preying on Spanish merchants hauling spice and rubber over the long trek through the Pacific.

091

SCS-092

USS OvertonAmerican
Points: 12
Masts 3 Cargo 4 Base Speed L
Cannons 3L 2L 3L
This ship gets +1 to her cannon rolls against any non-American ship or fort.
Captain Hughes hand-picked the worst rejects of the American Navy for his crew – not because of their sailing ability, but because they will fight with a ferocity that makes them worth a half-dozen of their better-trained peers.

092

SCS-093

USS SpringfieldAmerican
Points: 18
Masts 3 Cargo 2 Base Speed S+S+S
Cannons 4S 4S 4S
Friendly ships within S of this ship get +1 to their cannon rolls.
The Springfield has been painted in shades of Red, White, and Blue, making her an inspiration to American sailors so far from home and family on the South China Seas.

093

SCS-094

USS New OrleansAmerican
Points: 12
Masts 2 Cargo 3 Base Speed S+S
Cannons 2S 2S
You own any derelict this ship explores; both ships become docked at your home island.
When Captian Arnaud was given his orders to sail to the South China Sea - included were secret orders, capture as many ships as you can, any way you can.

094

SCS-095

USS AnnapolisAmerican
Points: 6
Masts 1 Cargo 4 Base Speed L
Cannons 4S
This ship may dock and explore a wild island using the same move action.
The Annapolis is used as a training vessel for the American Navy, but was assigned to regular duty suppressing native rebellions in the South China Seas.

095

SCS-096

Commodore Matthew PerryAmerican
Points: 0
Limit. Ransom. Place this crew face up during setup. You may build your fleet using 5 more points than the game's build total. This crew cannot leave this ship unless captured or eliminated.
Commodore Perry docked near Tokyo and demanded an audience with the emperor, opening up Japan to the West. But it also earned the wrath of the Jade Rebellion, who saw only more imperial trouble.

096

SCS-097a

Gus SchultzAmerican
Points: 4
Once per turn, this ship may randomly take one treasure from any ship she touches.
No one knows much about Gus Schultz. He doesn't discuss his past, even when you can get him to talk. Some claim he's not even American. But despite his anonymity, his ability to disappear in a crowd has rendered him invaluable.

097a

SCS-097b

Pierce HollowAmerican
Points: 2
Place this crew face up during setup. Reduce the cost of all other crew placed on this ship by 1.
Pierce's father, an old salt, would tell stories of the splendor of seafaring and seeing the wonders of the world. Pierce wanted to see that world. Unfortunately, Pierce is female. So she cut her hair and began dressing like a boy, and now she is a member of the U.S. Navy in the South China Seas.

097b

SCS-098

Firepot SpecialistAmerican
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

098

SCS-099

Fireworks
Points:
Load this treasure face down. On any one of your turns, you may reveal Fireworks to give this ship +2 to her cannon rolls that turn. Then remove Fireworks from the game.

099

SCS-100

Rotting Hull
Points:
This ship gets –1 to its cargo capacity. If this results in any excess cargo or crew, you must choose and transfer it to the wild island where Rotting Hull was loaded. Rotting Hull cannot be unloaded from this ship, but you may give this ship a repair action to eliminate Rotting Hull instead of repairing a mast.

100

SCS-101

Jade
Points:
Jade takes up one cargo space, and you may choose not to unload it. Whenever this ship docks at your home island, double the gold value of the treasure with the lowest gold value on this ship.

101

SCS-102

Volcano
Points:
When revealed, eliminate one random treasure from the island and one random crew from every ship docked at the island. Then remove Volcano from the game.

102

SCS-103

Kharmic Idol
Points:
When revealed, remove all face-up unique treasure from the game. If such a unique treasure changed the value of a treasure coin, that coin regains its printed value.

103

SCS-104

Bad Maps
Points:
When you place Bad Maps face up on this ship, as a free action the opponent to your left moves this ship and the island Bad Maps was on 2L in any direction.

104

SCS-105

Albatross
Points:
This ship gets –1 to the result of every die roll you make for her. At the beginning of each of your turns, roll a d6. On a result of 6, the player to your right places Albatross on another of your ships. Albatross cannot be unloaded unless the ship it is on sinks.

105

SCS-106

Trade Route
Points:
Load this treasure face down. When revealed, trade one random treasure from your home island with a random treasure from an enemy home island. Both home islands must have treasure in order for Trade Route to be used. Then remove Trade Route from the game.

106

SCS-107

Pension
Points:
Load this treasure face down. Reveal it when unloaded at your home island: You may choose to eliminate crew from this ship. For each crew you eliminate, you gain 1 gold. Then remove Pension from the game.

107

SCS-108

Pandora's Box
Points:
When revealed, each player must choose and put a unique treasure from outside the game aboard this ship.

108

SCS-109

CaptainJade Rebellion
Points: 3
This ship may move and shoot using the same move action.

109

SCS-110

CaptainPirate
Points: 3
This ship may move and shoot using the same move action.

110

SCS-111

CaptainEnglish
Points: 3
This ship may move and shoot using the same move action.

111

SCS-112

CaptainSpanish
Points: 3
This ship may move and shoot using the same move action.

112

SCS-113

CaptainFrench
Points: 3
This ship may move and shoot using the same move action.

113

SCS-114

CaptainAmerican
Points: 3
This ship may move and shoot using the same move action.

114

SCS-115

HelmsmanJade Rebellion
Points: 2
This ship gets +S to her base move.

115

SCS-116

HelmsmanPirate
Points: 2
This ship gets +S to her base move.

116

SCS-117

HelmsmanEnglish
Points: 2
This ship gets +S to her base move.

117

SCS-118

HelmsmanSpanish
Points: 2
This ship gets +S to her base move.

118

SCS-119

HelmsmanFrench
Points: 2
This ship gets +S to her base move.

119

SCS-120

HelmsmanAmerican
Points: 2
This ship gets +S to her base move.

120

SCS-121

MusketeerJade Rebellion
Points: 3
This ship gains one 3S cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

121

SCS-122

ExplorerJade Rebellion
Points: 1
This ship may dock and explore a wild island using the same move action.

122

SCS-123

ExplorerPirate
Points: 1
This ship may dock and explore a wild island using the same move action.

123

SCS-124

ExplorerEnglish
Points: 1
This ship may dock and explore a wild island using the same move action.

124

SCS-125

ExplorerSpanish
Points: 1
This ship may dock and explore a wild island using the same move action.

125

SCS-126

ExplorerFrench
Points: 1
This ship may dock and explore a wild island using the same move action.

126

SCS-127

ExplorerAmerican
Points: 1
This ship may dock and explore a wild island using the same move action.

127

SCS-128

CannoneerJade Rebellion
Points: 2
Once per turn, one of this ship's cannons may shoot again if it misses.

128

SCS-129

OarsmanJade Rebellion
Points: 1
If derelict, this ship gains a base move of S. This crew takes up no cargo space.

129

SCS-130

ShipwrightJade Rebellion
Points: 2
This ship may repair at sea or at any island.

130

SCS-131

Chainshot SpecialistJade Rebellion
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a chainshot at a target within S of her. You must declare which cannon will shoot the chainshot before rolling the d6. If the chainshot hits, do not eliminate a mast; instead, the target cannot move on its next turn.

131

SCS-132

Smokepot SpecialistJade Rebellion
Points: 3
Once per turn when this ship is given a shoot action, you may declare that one of her cannons is shooting a smokepot instead of a cannon; you do not need to target a ship. Simply place the center of a fog bank within S of this ship; it may not touch an island or any ship docked at an island. Remove the fog bank at the beginning of your next turn.

132

SCS-133

Stinkpot SpecialistJade Rebellion
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a stinkpot at a target within S of her. You must declare which cannon will shoot the stinkpot before rolling the d6. If the stinkpot hits, do not eliminate a mast; instead, the target's crew cannot use their abilities on the target’s next turn.

133

SCS-134

Monkey's PawCursed
Points: 17
Masts 5 Cargo 3 Base Speed S+S
Cannons 3L 3L 3L 3L 3L
Fear.
As soon as the golden treasure chest touched the deck of the Monkey's Paw, each crew knew immediately that he alone must possess it. The slaughter left the ship free to sail wherever she wants-to find more sacrifices to the gods of greed.

134

SCS-135

Samedi's CurseCursed
Points: 9
Masts 1 Cargo 1 Base Speed L+L
Cannons 5L
Fear.
Captain Wegner laughed at the crew when they refused to destroy the small Haitian village dedicated to the voodoo loa. After he set the first building ablaze, the fire spread to consume him and his crew. Yet the crew didn't perish: They still live, sailing and hoping for death.

135

SCS-136

El FantasmaCursed
Points: 6
Ghost Ship. This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn. If this crew would be eliminated, place it on your home island instead.
El Fantasma has not been seen for years, and his ships have been found destroyed. Yet some sailors say he now captains a ship made from the bones of his victims. They dare only to whisper his name for fear he may hear them and recruit them for his unholy alliance. El Fantasma lives.

136

SCS-137

The Cursed
Points:
This ship gains the Fear keyword, except that it also affects your ships.

137

SCS-200

HMS SuperiorEnglish
Points: 11
Masts 2 Cargo 3 Base Speed S+S
Cannons 3S 3S
This ship’s cannons may not be eliminated (masts still may be). If derelict, she cannot shoot.
HMS Superior is where the Royal Navy sends its best trained cannoneers while their regular ships are being refitted.

200

SCS-201

Santa LucíaSpanish
Points: 10
Masts 2 Cargo 3 Base Speed L
Cannons 3L 3L
Two hits from the same shoot action are required to eliminate one of this ship’s masts.
Captain Santana uses the polished bronze bands that wrap the ship's hull to reflect the sun into his opponents' eyes.

201

SCS-202

Le Coeur de LionFrench
Points: 7
Masts 2 Cargo 3 Base Speed L
Cannons 2L 2L
You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit.
Le Couer de Lion has her cannons uniquely positioned on deck to achieve higher and longer shot trajectories.

202

SCS-203

USS EmeraldAmerican
Points: 9
Masts 2 Cargo 2 Base Speed S+S
Cannons 2S 2S
Two hits from the same shoot action are required to eliminate one of this ship’s masts.
Rumors say that the hull of this ship is lined with the hardest of precious gems, explaining why she never seems to take damage.

203

SCS-204

USS AdventurousAmerican
Points: 10
Masts 2 Cargo 4 Base Speed L
Cannons 3S 3L
If this ship has a Captain crew, she gets +1 to her cannon rolls.
Having lost their captain to scurvy two years ago, the crew of USS Adventurous have struggled to maintain discipline.

204

SCS-205

Sister’s RagePirate
Points: 11
Masts 2 Cargo 4 Base Speed S+S
Cannons 3S 3S
This ship cannot be shot at by ships within S of her.
This ship, now crewed by pirates, was captured by a temperamental Spanish noblewoman who had fled from her family.

205

SCS-206

HMS RyeEnglish
Points: 9
Masts 1 Cargo 2 Base Speed S+S+S
Cannons 5S
Once per turn, one crew or ship within S of this ship cannot use its ability that turn.
This captured galley has been put to use helping the English navigate the treacherous waters of the Barbary Coast.

206

SCS-207

HMS PatagoniaEnglish
Points: 4
Masts 1 Cargo 4 Base Speed S
Cannons 2L
Galley. Spanish ships get +1 to their cannon rolls against this ship.
During a battle with El Afortunado, which left both ships taking water, HMS Patagonia unknowingly killed a member of the Spanish royal court.

207

SCS-208

Soberano del MarSpanish
Points: 8
Masts 1 Cargo 2 Base Speed S+S
Cannons 2L
Galley. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
The Spanish found this ship beached near Barcelona. She was empty except for a gold cross-a sign of good luck!

208

SCS-209

El AfortunadoSpanish
Points: 4
Masts 1 Cargo 4 Base Speed S
Cannons 2L
Galley. English ships get +1 to their cannon rolls against this ship.
El Afortunado attacked a galley that flew no flag, assuming she must have been a Corsair vessel. To their chagrin, they nearly sank an English vessel gathering valuable information on the Corsairs.

209

SCS-210

Le TriomphantFrench
Points: 10
Masts 1 Cargo 2 Base Speed L
Cannons 3L
Galley. After this ship resolves a shoot action, she may move as a free action.
The crew of this tiny galley have learned to use Barbary Corsair tactics to take on the English.

210

SCS-211

La Belle PouleFrench
Points: 7
Masts 1 Cargo 4 Base Speed L
Cannons 4S
Galley. This ship may dock and explore a wild island using the same move action.
Capitain Piers won't consider looking for a treasure unless he has at least three sources to confirm it's authenticity.

211

SCS-212

Floating StoneJade Rebellion
Points: 7
Masts 1 Cargo 2 Base Speed S+S
Cannons 3S
Turtle Ship. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
The oarsmen of the Floating Stone row so quietly that they can come up alongside a ship without alerting the watch.

212

SCS-213

Sea SnakeJade Rebellion
Points: 8
Masts 1 Cargo 3 Base Speed L
Cannons 4S
Turtle Ship. This ship gets +1 to her boarding rolls.
The crew of the Sea Snake are called the "Red Ants" for their ability to swarm a ship when boarding.

213

SCS-214

Dragons' TalonJade Rebellion
Points: 8
Masts 1 Cargo 2 Base Speed L
Cannons 2L
Turtle Ship. This ship gets +1 to her cannon rolls against any non–Jade Rebellion ship.
Spurred by a hatred of imperialists, the crew of the Dragon's Talon take on anyone not flying a Jade Rebellion flag.

214

SCS-215

Tiger's PawJade Rebellion
Points: 6
Masts 1 Cargo 3 Base Speed S
Cannons 3L
Turtle Ship. Pirate crew may use their abilities on this ship.
It was a very happy day when Captain Quon discovered that some in the West hated the imperialists as much as he did.

215

SCS-216

Beast's BellyPirate
Points: 6
Masts 1 Cargo 2 Base Speed L
Cannons 4L
Turtle Ship. On the turn this ship is pinned, eliminate one crew and one mast from the rammed ship.
Captain Prior traded a hull of gold for the Beast's Belly, which he uses as a battering ram to double his profits.

216

SCS-217

InfernoPirate
Points: 6
Masts 1 Cargo 3 Base Speed S
Cannons 3S
Turtle Ship. If this ship shoots at a ship that was previously shot at by another ship this turn, she gets +1 to her cannon rolls against that ship this turn.
The Inferno sits near Hong Kong harbor, preying on already damaged ships as they limp into port.

217

SCS-300a

BaochuanJade Rebellion
Points: 30
Masts 10 Cargo 10 Base Speed L
Cannons 4S 3S 3L 3L 3L 3L 3L 3S 4S 4S
Link: Admiral Zheng He
Junk. Treasure Ship.
The Baochuan is both a fortress and palace for Admiral Zheng He. The admiral wishes for everyone who beholds it to take away only one impression: The emperor of China is powerful beyond comprehension.

300a

SCS-300b

Admiral Zheng HeJade Rebellion
Points: 6
Link: Baochuan
Emperor's Commander.

300b

SCS-301

Gale Force NinePirate
Points: 15
Masts 4 Cargo 4 Base Speed S+L
Cannons 3S 3L 3L 3S
Once per turn, if this ship is within S of an island, you may mark the island as explored without docking at it. The island becomes unexplored in regards to all other players. This ship ignores terrain when she is given a move action (islands are not terrain).
Captain Sweigart and his crew have measured and triangulated every island and natural terrain feature in the South China Seas. After all, you never know when you'll need to make an escape.

301

DJC-001

Flying DutchmanCursed
Points: 17
Masts 5 Cargo 4 Base Speed S
Cannons 2L 2L 2L 2L 2L
Link: Davy Jones
Broadsides Attack.
For over 300 years, every sailor who had seen the Flying Dutchman has died before the next day's nightfall. Their souls become trapped on the cursed ship, and their tormented screams forever ride the winds.

001

DJC-002

Gog-ClocthothCursed
Points: 19
Masts 5 Cargo 5 Base Speed S+S
Cannons 2L 3S 3S 3S 2L
Sea Monster. This sea monster gets +1 to its boarding rolls. If it succeeds at a boarding party, it also eliminates a mast.
Rising from a dark temple in the ruins of Atlantis itself, Gog-Clocthoth considers itself a forgotten god, its duty to remind the ignorant of its existence.

002

DJC-003

CalypsosCursed
Points: 15
Masts 5 Cargo 5 Base Speed L
Cannons 2S 2S 2S 2S 2S
Sea Monster. If this sea monster succeeds at a boarding party, you may choose two crew, two treasure, or one crew and one treasure, instead of only one crew or treasure.
Calypsos was summoned by a voodoo priest who was overwhelmed by its power. Now the kraken swims the Spanish Main, attacking ships with an unfettered rage.

003

DJC-004

CalimCursed
Points: 17
Masts 5 Cargo 5 Base Speed S+S+S
Cannons 2S 2S 4S 4S 4S
Sea Monster. If this sea monster succeeds at a boarding party, it also eliminates a mast.
Calim developed a taste for human flesh by feasting on shipwreck victims. It has lately become more brazen in its attacks, sweeping ship decks of sailors to feed its insatiable hunger.

004

DJC-005

Slarg GubbitCursed
Points: 16
Masts 5 Cargo 5 Base Speed S+S
Cannons 3S 3S 3S 3S 4S
Sea Monster. Fear.
This ancient creature predates the human race itself, and has spent countless eons nursing its hate and malice.

005

DJC-006

LeviathanCursed
Points: 15
Masts 4 Cargo 4 Base Speed L
Cannons 2S 2S 2S 2L
Sea Monster. You may give this sea monster a shoot action to make one L-range Rank 3 breath attack against a target ship (it may make no other attacks). If it hits, do not eliminate a mast; instead, the target and its crew cannot use their abilities on the target's next turn.
The rotting things embedded in this ancient creature’s scales and teeth emit a smell so foul that this behemoth has rendered entire ships helpless simply by swimming near them.

006

DJC-007

TiamatCursed
Points: 16
Masts 4 Cargo 4 Base Speed S+S
Cannons 3S 3S 3S 2L
Sea Monster. You may give this sea monster a shoot action to make one one L-range Rank 3-rank breath attack against a target ship (it may make no other attacks). If it hits, the target’s controller replaces one of her masts with a fire mast, per the Firepot Specialist rules.
No one knows if this creature is the god referenced in Babylonian myth, but few can dispute its awesome destructive power and pure hatred of all landwalkers.

007

DJC-008

JormungandrCursed
Points: 17
Masts 4 Cargo 4 Base Speed L
Cannons 2S 3S 3S 4L
Sea Monster. If this sea monster succeeds at a boarding party, it also eliminates one mast.
A monstrous sea snake whose existence dates back to the days of Viking raiders, Jormungandr uses its colossal body to splinter ships.

008

DJC-009

TsuroCursed
Points: 16
Masts 4 Cargo 4 Base Speed L
Cannons 2L 3S 3S 3S
Sea Monster. Give this sea monster a move action but do not move it. Instead, roll a d6. On a result of 5 or 6, move an enemy ship L in any direction.
The wicked serpent Tsuro was summoned by the Jade Rebellion to aid them in their fight against the imperialists, whom it still relentlessly pursues wherever there is water.

009

DJC-010

ExecutionerCursed
Points: 17
Masts 4 Cargo 4 Base Speed S+L
Cannons 3S 3L 3L 3S
Link: El Fantasma
Fear. If this ship has a Captain crew, she gets +1 to her cannon rolls.
El Fantasma’s new acquisition is composed of the bones of his victims. Each time a wave breaks over her bow, a thousand trapped souls scream in anguish.

010

DJC-011

HellfireCursed
Points: 12
Masts 4 Cargo 2 Base Speed L
Cannons 3L 3L 3L 4L
This ship gets +1 to her cannon rolls against any non-Cursed ship.
Captain Stark struck a deal with the Devil: If he sends Lucifer a million innocent souls, then he and his entire crew will be forgiven. Captain Stark lives every day trying to keep up his end of the bargain.

011

DJC-012

WhydahCursed
Points: 12
Masts 4 Cargo 3 Base Speed S
Cannons 4S 2S 2S 4S
Schooner. If this ship has a Captain crew, she gets +1 to her cannon rolls.
“Black Sam” Bellamy stole the slave ship Whydah, and led her “cargo” on a pirating rampage before the ship sank in a storm off North Carolina. Stories tell of the Whydah still sailing and hunting the seas on stormy nights.

012

DJC-013

Dark PactCursed
Points: 13
Masts 4 Cargo 6 Base Speed S
Cannons 4S 4L 4L 4S
Schooner. This ship’s crew cannot be eliminated unless she sinks.
Many a greedy sailor has signed to work the Dark Pact on promises of gold and gems, only to discover that in doing so they give up their souls to powers darker than they can imagine.

013

DJC-014

Sea MonkeyCursed
Points: 13
Masts 3 Cargo 4 Base Speed S+L
Cannons 3S 3L 3S
After this ship resolves a shoot action, she may move as a free action.
Legends say that this ship sailed in search of a fabulous treasure and returned with nary a soul aboard—except for a crew made up entirely of monkeys!

014

DJC-015

Spilled SaltCursed
Points: 14
Masts 3 Cargo 3 Base Speed S+S
Cannons 3S 3S 3S
Fear. This ship gets +1 to her boarding rolls.
Captain Lee keeps 13 black cats, a half-dozen broken mirrors, and a complement of women aboard. Other ships consider Spilled Salt so unlucky that they avoid her at all costs.

015

DJC-016

Banshee’s WailCursed
Points: 17
Masts 3 Cargo 2 Base Speed S+S
Cannons 4S 2S 4S
Link: “Screaming” Mimi
Ghost Ship. This ship ignores the first hit she takes each turn as long as she has all of her masts.
The Banshee’s Wail appears to sailors who have tasted the flesh of other humans. These desperate souls find they cannot harm the Banshee’s Wail, her horrible scream the last thing they hear before going mad.

016

DJC-017

Fiddler’s GreenCursed
Points: 11
Masts 3 Cargo 4 Base Speed S+S
Cannons 4L 3L 4L
Schooner. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
Captain Aleida Newport struck a deal with a figure she met at a crossroads at midnight. Ever since, her ship has been incredibly lucky, but only she knows that her luck will soon run out.

017

DJC-018

Hangman’s JokeCursed
Points: 11
Masts 2 Cargo 4 Base Speed L
Cannons 2S 2S
If this ship ends her turn in a fog bank, on her next turn she may use her move action to move out of any other fog bank in play.
It is whispered that the Hangman’s Joke not only follows the fog, but also has become part of the unnatural mists it inhabits, attacking any foolish enough to enter.

018

DJC-019

Loa’s JusticeCursed
Points: 9
Masts 2 Cargo 6 Base Speed S
Cannons 4S 4S
Crew of any nationality may use their abilities on this ship.
Captained by the voodoo priestess Zanna and crewed by runaway slaves from many countries, the Loa’s Justice has sunk to evil ends to destroy those who commit far greater crimes.

019

DJC-020

Straw ManCursed
Points: 12
Masts 2 Cargo 2 Base Speed L
Cannons 3L 3S
Fear. Once per turn, this ship may randomly take one treasure from any ship she touches.
Captain Schwartz discovered an ancient book containing the secrets of alchemy. It is rumored that the dark rituals required to work his magic are slowly turning him into a demon.

020

DJC-021

NightmareCursed
Points: 4
Masts 2 Cargo 3 Base Speed L
Cannons 2S 2L
Eliminate one of this ship’s masts when she rolls a 1 on any cannon roll.
Captain Robinson raises a crystal goblet to each foe he personally executes. His crew say that at the stroke of midnight, the goblet glows green and the souls of Robinson’s victims can be heard crying for revenge.

021

DJC-022

Fallen AngelCursed
Points: 10
Masts 1 Cargo 2 Base Speed S+S+S
Cannons 2L
This ship cannot be shot at by ships within S of her.
On its maiden voyage, the crew of the Fallen Angel discovered an ancient cult dedicated to worshipping Gog-Clocthoth. The crew joined the cult, and ever since the ancient sea god seems to protect them from enemies.

022

DJC-023

El FantasmaCursed
Points: 9
Link: Executioner
Fear. After this ship resolves a shoot action, she may move as a free action. This ship gets +1 to her cannon rolls against any non-Cursed ship.
Missing for over 10 years, El Fantasma was declared dead. He does not dispute this; instead, he claims to have made a deal with the demons of the sea, whom he plans to pay back in mortal souls.

023

DJC-024

Papa DocCursed
Points: 8
Link: The Unblinking 99
If an enemy ship is within S of this ship, you can use this ship’s action for the turn to try to possess a target crew on that ship. Roll a d6; on a result of 6, the target is immediately assigned to this ship. Its nationality changes to match the nationality of this ship.
Papa Doc discovered that he can possess both the dead and living, and he has set his gaze upon the purity that is Josephine Godiva. For if he makes her his one hundredth soul, he will have the power to take on the loa themselves.

024

DJC-025

Davy JonesCursed
Points: 11
Link: Flying Dutchman
Limit. At the beginning of each of your turns, choose any ability possessed by any ship or crew in play; this character has that ability. You may make a different choice each turn.
The oceans are the dominion of the sea-devil Davy Jones. From them he summons and commands the most foul and evil of sea creatures. He can harness the powers of storms and disasters, and he rejoices in turning the sea red with blood. But most of all he craves the souls of all who sail “his” kingdom.

025

DJC-026

Sammy the SkullCursed
Points: 6
Link: White Crew
This ship may move and shoot using the same move action. This ship gets +1 to her boarding rolls.
While he was alive, Sammy Skulow was considered one of the most brutal and insane captains. It is only fitting, then, that his hatred for everyone damned him to living even after his flesh rotted away.

026

DJC-027

DevereauxCursed
Points: 3
If this ship shoots at a ship that was previously shot at by another ship this turn, she gets +1 to her cannon rolls against that ship this turn.
Devereaux found his great obsession, the Eye of the Dragon. Its power was everything he hoped it was—and more: Its power condemned him to a living death under its control.

027

DJC-028

Tabatha McWarrenCursed
Points: 3
Crew of any nationality may use their abilities on this ship.
Tabitha McWarren was run out of Providence. Two months later she arrived in New Orleans with a crew devoted to her life. To join her crew, a sailor must drink a mug of her home brew.

028

DJC-029

The Unblinking 99Cursed
Points: 6
Link: Papa Doc
Fear.
Ninety-nine people have questioned Papa Doc’s power, and 99 souls have been captured for their insolence. Once you become one of the Unblinking, Papa Doc controls you for eternity, your only mission to follow his orders and spread fear and horror to those who oppose him.

029

DJC-030

White CrewCursed
Points: 7
Link: Sammy the Skull
If this ship succeeds at a boarding party, she may eliminate all of the other ship’s crew.
The White Crew relish the opportunity to rip flesh from bone no matter where it is found, so infused are they with Sammy the Skull’s hatred and venom.

030

DJC-031

Sargasso NightmareCursed
Points: 4
Link: Trogs
If a sea monster begins its move within L of this ship, it gets +L to its base move.
Tossed overboard and left for dead, Stephen Kalhoun discovered a dark sea creature that kept him alive as the Sargasso Nightmare. All it asks of him is more blood.

031

DJC-032

TrogsCursed
Points: 5
Link: Sargasso Nightmare
If this ship wins a boarding party, she may take as much treasure from the other ship as she wants, up to her available cargo space.
Half-man, half-sea creature, these abominations are trained to leave the fleshy crew of their victims to the sea monsters. They are charged with gathering all of the victims’ precious booty.

032

DJC-033

Firepot SpecialistCursed
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

033

DJC-034

HarbingerPirate
Points: 16
Masts 5 Cargo 5 Base Speed L
Cannons 3L 2S 2S 2S 3L
Link: Jack Hawkins
As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.
Captain Jack Hawkins used trickery and deception to steal his beloved Harbinger back from Blackheart. Now he must watch his back, as Blackheart will use the most unholy means to get her back.

034

DJC-035

Dragon’s BreathPirate
Points: 12
Masts 4 Cargo 4 Base Speed L
Cannons 4L 4L 4L 4L
This ship gets +1 to her cannon rolls against any non-Pirate ship.
Hailing from the Barbary Coast, Captain Salazar has brought with him the secret of Greek fire, which he directs in an almost otherworldly rage at any who would enslave him.

035

DJC-036

Black CatPirate
Points: 13
Masts 3 Cargo 4 Base Speed S+S
Cannons 3S 3S 4S
Link: Bonny Peel
After this ship resolves a shoot action, she may move as a free action.
Captain Bonny Peel gathered the most experienced of Calico Cat’s former crew and elevated them again to the ranks of the feared and respected.

036

DJC-037

Sea FoxPirate
Points: 12
Masts 2 Cargo 4 Base Speed S
Cannons 2L 2L
L-range cannons cannot hit this ship.
The Sea Fox seems magically to appear near unsuspecting opponents, more because of Captain Smith’s dark practices than the crew’s skill.

037

DJC-038

SelkiePirate
Points: 9
Masts 3 Cargo 4 Base Speed L
Cannons 3L 2L 3L
You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit.
The Selkie’s Irish crew claim to understand the sea in ways no other sailors do. Whatever grants them this power, their ability to sink ships is feared by all captains.

038

DJC-039

MochaPirate
Points: 11
Masts 3 Cargo 3 Base Speed L
Cannons 3S 3S 3S
Schooner. This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster.
Captain Chase survived a shipwreck caused by a rampaging whale. Now he is more likely to attack such behemoths than hunt for gold, and he keeps several harpooners on board for just that purpose.

039

DJC-040

OrcaPirate
Points: 6
Masts 2 Cargo 1 Base Speed S+S
Cannons 5S 4S
When this ship carries no cargo, she gets +S to her base move.
The Orca’s crew works hard to keep her looking like a merchant ship, maintaining her fame as one of the best blockade runners ever to sail.

040

DJC-041

JamaicaPirate
Points: 8
Masts 2 Cargo 4 Base Speed L
Cannons 3S 4L
After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.
Captain Dufresne has made his reputation smuggling slaves to freedom in the Jamaica’s holds. Of course, he also uses his exceptional skill to make a chest or two of gold from other illicit cargo whenever possible.

041

DJC-042

CalchasPirate
Points: 9
Masts 1 Cargo 2 Base Speed S+S
Cannons 2S
This ship cannot be shot at by ships within S of her.
The Calchas has a reputation for taking strange cargo: Her crew will often ignore gold in favor of exotic animals, plants, and powders from the Spanish Main.

042

DJC-043

Bonny PeelPirate
Points: 8
Link: Black Cat
This ship may move and shoot using the same move action. If this ship wins a boarding party, she may capture the crew with the highest point cost instead of eliminating it. A captured crew becomes cargo worth its point cost in gold when unloaded at your home island.
Mentored by Calico Cat, Bonny Peel saw her opportunity to command when the Cat mysteriously disappeared. Tough on her crew, she’s rumored to be kind to those she captures, sometimes even ransoming them back for nothing more than the right to dock at their ports.

043

DJC-044

Jack HawkinsPirate
Points: 9
Link: Harbinger
This ship may move and shoot using the same move action. After this ship resolves a shoot action, she may move as a free action.
With Hawkins having the riches of a nobleman, many thought he would retire. But he had one last and very personal mission: to destroy the only man to have beaten him—Blackheart.

044

DJC-045a

BlackheartPirate
Points: 6
Black Mark. After this ship resolves a shoot action, she may move as a free action.
Some say that Blackheart has already sold his soul to the demons of the sea. Others say that he fights them like he has fought everyone else: to his death or theirs.

045a

DJC-045b

George Washington LeBeauxAmerican
Points: 6
Link: Swamp Fox
Give this ship a move action but do not move her. Instead, roll a d6. On a result of 5 or 6, move an enemy ship L in any direction.
The deep swamps of Louisiana breed a different sort of man. LeBeaux has learned from the mambos, magic men, and shamans that those who harness the power of the loa for evil means are an affront to life itself.

045b

DJC-046a

Derrik the RedPirate
Points: 6
This ship gets +1 to her cannon rolls against any non-Pirate ship. Once per turn, you may eliminate one of this ship’s crew to give her an extra action.
New to the Crimson Coast, this Nordic pirate made his name staking daring raids along the coasts of England, France, and the United States.

046a

DJC-046b

Chief PO Charles RichardAmerican
Points: 4
Link: Paul Revere
This ship gets +1 to her cannon rolls against any non-American ship or fort.
Assigned to the Spanish Main to assess the reports of strange creatures and madmen, CPO Richard has his crew trained to expect anything and everything. Of course, he knows the reports are ridiculous, but he will follow his orders to the letter.

046b

DJC-047a

Skyme the MonkeyPirate
Points: 5
If this ship wins a boarding party, she may take as much treasure from the other ship as she wants, up to her available cargo space.
Back with Blackheart, this charming “pet” has become even more feral and greedy. Skyme’s violent streak when he’s denied gold evokes humor in Blackheart and terror in everyone else.

047a

DJC-047b

“Jerky” JohnsonAmerican
Points: 4
Link: Pequod
If a sea monster begins its move within L of this ship, it gets +L to its base move.
His left arm twitches (mauled by a giant squid); he has a limp (left foot eaten by a shark); and he’s almost blind (too many days in a whale’s gut)…yet ”Jerky” seems to know when any giant sea creature is near.

047b

DJC-048

Firepot SpecialistPirate
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

048

DJC-049

HMS GargantuanEnglish
Points: 16
Masts 5 Cargo 3 Base Speed S+S
Cannons 4L 3L 3L 3L 4L
After this ship resolves a shoot action, she may move as a free action.
The ultimate English warship, HMS Gargantuan bears the scars of a hundred engagements, and each of her sailors has spilled more blood alone than entire crews of other ships.

049

DJC-050

HMS BretwaldaEnglish
Points: 14
Masts 4 Cargo 3 Base Speed L
Cannons 2S 2S 2S 2S
Link: Trevor Van Tyne
Broadsides Attack.
HMS Bretwalda has been charged with hunting down enemies of an otherworldly nature. Such hunts thrill Van Tyne, who relishes attacking such entities.

050

DJC-051

HMS CaradocEnglish
Points: 13
Masts 4 Cargo 4 Base Speed S+L
Cannons 4S 3S 3S 4L
Schooner. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
Captain Argyle and his crew recently returned from an expedition to the South Pacific, where they reportedly discovered an ancient submerged city—and stole the relics they found there.

051

DJC-052

HMS Guy FawkesEnglish
Points: 11
Masts 3 Cargo 3 Base Speed L
Cannons 2S 3S 2S
This ship gets +1 to her cannon rolls against any non-English ship.
Despite her name, HMS Guy Fawkes is crewed by the strongest of English nationalists, whose pride can border on madness when in the thick of an engagement.

052

DJC-053

HMS SeahamEnglish
Points: 9
Masts 2 Cargo 2 Base Speed S+S
Cannons 3S 3S
This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster.
The converted whaling ship HMS Seaham was issued mysterious orders before her last voyage: find and destroy any sea creature of unusual size. The crew has not been informed of their true purpose, and still believe they hunt mundane beasts.

053

DJC-054

HMS MayfairEnglish
Points: 8
Masts 3 Cargo 3 Base Speed L
Cannons 4L 4L 4S
Link: Sir Edmund Atkinson
Cursed crew may use their abilities on this ship.
Captain Summerisle is so thoroughly at the mercy of Sir Edmund Atkinson and his “magics” that his crew no longer bears any resemblance to the Royal Navy.

054

DJC-055

HMS Henry VIIIEnglish
Points: 10
Masts 3 Cargo 2 Base Speed S+L
Cannons 3S 3L 3S
Schooner. This ship gets +1 to her cannon rolls against the Cursed.
Before each voyage, the Archbishop of Canterbury himself blesses this ship. Her cannonballs have been seen tearing through the unnatural and dark ships that prowl the seas.

055

DJC-056

HMS BathEnglish
Points: 12
Masts 2 Cargo 5 Base Speed L
Cannons 4L 4S
This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
Captain Charles and his crew are adept at sailing into enemy ports in broad daylight and making off with plunder, often before the flabbergasted authorities realize what has happened.

056

DJC-057

HMS Half MoonEnglish
Points: 9
Masts 2 Cargo 5 Base Speed S+S
Cannons 3S 3S
Once per turn, this ship may randomly take one treasure from any ship she touches.
HMS Half Moon’s hold contains a strange mechanical device that Captain Maximillian claims can drill into an enemy’s hold and claim her treasure without firing a shot.

057

DJC-058

HMS StarbuckEnglish
Points: 7
Masts 1 Cargo 2 Base Speed S+S+S
Cannons 4S
If this ship shoots at a ship that was previously shot at by another ship this turn, she gets +1 to her cannon rolls against that ship this turn.
Captain Rivera honed his skills in the South China Seas, and he has taught his crew that revenge is perhaps the highest virtue to which a sailor can aspire.

058

DJC-059

Trevor van TyneEnglish
Points: 6
Link: HMS Bretwalda
This ship gets +1 to her boarding rolls against the Cursed. As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.
It did not surprise anyone that Van Tyne would risk his reputation for vanquishing monsters, demons, and beasts in the New World. What surprised many was how long it took him to find a woman to share the glory. But one glance at Mademoiselle Godiva, and it was a done deal.

059

DJC-060a

Sir Edmund AtkinsonEnglish
Points: 8
Link: HMS Mayfair
If an enemy ship is within S of this ship, you can use this ship’s action for the turn to try to possess a target crew on that ship. Roll a d6; on a result of 6, the target is immediately assigned to this ship. Its nationality changes to match the nationality of this ship.
Banished from London when the virgin daughter of a nobleman was killed while under his care, Atkinson spent countless hours contacting the “powers beyond,” which told him to come to the New World to see what power truly means.

060a

DJC-060b

Marques Miguel AntonioSpanish
Points: 10
Link: El Cervantes
Once per turn, this ship may look at any one face-down treasure on any ship or island. This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
With Spain on the decline, the power of the New World will not be held by the crown, but by those powerful enough to wrest control of it. Marques Miquel Antonio plans to make sure he is the last one standing.

060b

DJC-061a

Commander Spencer PortlandEnglish
Points: 7
Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice. This ship’s crew cannot be eliminated unless she sinks.
Portland’s disgust at having to answer to Van Tyne and hear rumors of monsters and other nonsense has him working his crew extra hard, preparing them to fight for the crown—not some fool’s errands.

061a

DJC-061b

Jean DesaillyFrench
Points: 6
Link: La Richelieu
Black Mark. Give this ship a move action but do not move her. Instead, roll a d6. On a result of 5 or 6, move an enemy ship L in any direction.
Jean Desailly’s name is not mentioned in polite company. He is scorned by society (both high and low), and his practice of dark magic has seen him banned in nine European countries. Yet he continues to practice his vile experiments, laughing at those who call him mad.

061b

DJC-062

Firepot SpecialistEnglish
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

062

DJC-063

El Cristal del ObispoSpanish
Points: 16
Masts 5 Cargo 5 Base Speed S+S
Cannons 3S 3L 3L 3L 3S
Link: The Inquisitor
This ship ignores the first hit she takes each turn as long as she has all of her masts.
This enormous vessel has recently taken on a new passenger: the man known only as The Inquisitor. He now leads the Spanish fleet in its battle against evils both real and imagined.

063

DJC-064

Santo ColumbaSpanish
Points: 14
Masts 4 Cargo 4 Base Speed S+S
Cannons 2S 2S 2S 2S
Link: Don Osvaldo Guillén
As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.
Capitan Guillen’s vicious raiders have become a matter of national pride for Spain, as its power declines and victories become harder to achieve.

064

DJC-065

El RafaelSpanish
Points: 13
Masts 4 Cargo 5 Base Speed L
Cannons 4L 3L 3L 4L
Link: The Inquisitor
Schooner. This ship gets +1 to her cannon rolls against the Cursed.
The cherubic figurehead on the front of El Rafael masks this vessel’s true purpose: a place of punishment for Spanish prisoners of war. It is often the last thing insolent prisoners see before being keelhauled.

065

DJC-066

La Catedral del MarSpanish
Points: 13
Masts 3 Cargo 3 Base Speed L
Cannons 2S 2S 2S
Link: The Inquisitor
Fear.
When engaging a foreign enemy, the crew of this ship will fly the flag of the Inquisition just below that of the crown’s, striking fear into the most stalwart of opponents.

066

DJC-067

Santos RomanosSpanish
Points: 12
Masts 2 Cargo 2 Base Speed S+S
Cannons 3S 3S
Link: The Inquisitor
This ship eliminates two masts with one hit.
The cloaked figures who crew this vessel make no attempt to hide their allegiance to the Inquisition. Many sailors have thrown themselves to the sharks rather than be taken captive by them.

067

DJC-068

El Monte CristoSpanish
Points: 11
Masts 3 Cargo 2 Base Speed L
Cannons 2L 2L 2S
This ship gets +1 to her cannon rolls against any non-Spanish ship.
Capitan Leclere claims to be a staunch supporter of Spain despite his previous Napoleonic leanings. Nevertheless, his superiors never order him to sail near Corsica for that reason.

068

DJC-069

El CervantesSpanish
Points: 11
Masts 3 Cargo 5 Base Speed L
Cannons 4S 4L 4S
Link: Marques Miguel Antonio
Schooner. Once per turn, if this ship is within S of an island, you may mark the island as explored without docking at it. The island becomes unexplored in regards to all other players.
Miguel Antonio has turned this ship to one purpose: trail a ship out of dock and then kill her crew for whatever treasure they find.

069

DJC-070

El Martillo de DiosSpanish
Points: 8
Masts 2 Cargo 3 Base Speed S+L
Cannons 4S 4S
Link: The Inquisitor
If this ship shoots at a ship that was previously shot at by another ship this turn, she gets +1 to her cannon rolls against that ship this turn.
When the Inquisition began its hunt for supernatural forces on the ocean, this was the first ship they commandeered.

070

DJC-071

El PulpoSpanish
Points: 10
Masts 2 Cargo 3 Base Speed L
Cannons 2S 3S
This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster.
El Pulpo has survived a number of encounters with creatures far larger than herself.

071

DJC-072

El RatonSpanish
Points: 2
Masts 1 Cargo 1 Base Speed S+L
Cannons 5L
This ship cannot carry crew.
Only a skeleton crew mans this boat, whose jovial capitan named her with the thought that no one notices a mouse until after it has stolen the cheese.

072

DJC-073

The InquisitorSpanish
Points: 7
Link: La Catedral del Mar, El Cristal del Obispo, El Martillo de Dios, El Rafael, and Santos Romanos
Black Mark. If this ship succeeds at a boarding party, she may eliminate all of the other ship’s crew.
To have the Inquisitor notice you is to give up hope of a normal life. With one glance you are faced with the punishment of god or banishment to the devil. To hear his whispering voice is to hear the scratchings of 1,000 years of pain.

073

DJC-074a

Don Osvaldo GuillenSpanish
Points: 7
Link: Santo Columba
This ship may move and shoot using the same move action. As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.
With a fleet of cargo ships full of gold and reputation of courage, bravery, and sheer machismo, Guillen has become a Spanish hero, a hero that this once-mighty power desperately needs.

074a

DJC-074b

Jacques, Duc de ValoisFrench
Points: 3
Link: Mademoiselle Josephine Godiva
Black Mark. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
A deal with Papa Doc has allowed Jacques to glimpse his future as a powerbroker who can control the weak of mind and spirit. All he has to do is deliver Lady Godiva—innocence and purity intact—to the voodoo king.

074b

DJC-075

Firepot SpecialistSpanish
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.
In a race to control the Pacific, the French have pinned their hopes on the Gaule; a ship that lost crew to the English in the Barbary Coast and the Americans in the Atlantic and has no intention of losing anything ever again.

075

DJC-076

La CharlemagneFrench
Points: 15
Masts 5 Cargo 5 Base Speed S+S
Cannons 2S 2S 3S 3S 3S
This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster.
Amiral Saliceti assisted Emperor Napoleon in his rise to power, and has outfitted his ship with a variety of odd weapons, including a guillotine.

076

DJC-077

La CorseFrench
Points: 17
Masts 4 Cargo 4 Base Speed L
Cannons 3S 3L 3L 3S
Two hits from the same shoot action are required to eliminate one of this ship’s masts.
Once the pride of the emperor’s naval power, La Corse was nearly sunk at Trafalgar but has since been rebuilt hardier and stronger than before.

077

DJC-078

Le BonaparteFrench
Points: 16
Masts 4 Cargo 3 Base Speed S+L
Cannons 3L 3S 3S 3L
Schooner. This ship cannot be shot at by ships within S of her.
Capitaine de Guille is a veteran of a hundred battles, including many waged on the Barbary Coast. He picked up the Corsairs’ knack for drafting low to avoid close-range shots.

078

DJC-079

L' EroicaFrench
Points: 10
Masts 3 Cargo 4 Base Speed L
Cannons 4L 4L 4L
Link: Mademoiselle Josephine Godiva
Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice.
L’Eroica maintains a cabin for the beautiful Mademoiselle Godiva, who has eluded many capture attempts. She continues to sail as if on the notes of the Beethoven’s symphony the ship was named for.

079

DJC-080

Le RepublicainFrench
Points: 7
Masts 2 Cargo 2 Base Speed S+S
Cannons 2S 2S
Ramming cannot eliminate this ship’s masts.
The sailors on this vessel have reinforced her hull with as much wood as they could find, determined to stave off those who would harm her.

080

DJC-081

La VersaillesFrench
Points: 12
Masts 2 Cargo 2 Base Speed S+S
Cannons 2L 2L
This ship’s cannons may not be eliminated (masts still may be). If derelict, she cannot shoot.
Rumors abound that La Versailles was a place of refuge for nobility during the Revolution; even if that is true, the sailors manning her are now men of the sea, tried and true.

081

DJC-082

La RichelieuFrench
Points: 10
Masts 3 Cargo 4 Base Speed L
Cannons 3S 3L 3S
Link: Jean Desailly
This ship gets +1 to her cannon rolls against the Cursed.
La Richelieu sails on the will of the crazed Jean Desailly. Sailors claim they have been to port only once in the last five years—no one is sure just how they stay alive.

082

DJC-083

Le Duc d’EnghienFrench
Points: 14
Masts 3 Cargo 3 Base Speed S+L
Cannons 3L 3L 3L
Schooner. After this ship resolves a shoot action, she may move as a free action.
Napoleon himself commissioned this ship and named her after one of his sworn enemies, as a warning against those who would defy his imperial authority.

083

DJC-084

La Toussaint L’OuvertureFrench
Points: 7
Masts 2 Cargo 3 Base Speed L
Cannons 3S 3L
When this ship carries no cargo, she gets +S to her base move.
Capitaine Chott, a former enemy of the emperor, proved his loyalty to Napoleon by capturing this vessel from rebels in Santo Domingo.

084

DJC-085

Le RochefortFrench
Points: 5
Masts 1 Cargo 3 Base Speed L
Cannons 3L
Once per turn, this ship may look at one face-down cargo on any ship.
Capitaine Augereau recently returned from Haiti, where he spent quite a bit of time with the slaves. Some say he learned unnatural secrets that he uses to further the cause of the empire.

085

DJC-086

Mademoiselle Josephine GodivaFrench
Points: 0
Link: L’Eroica, Jacques, Duc de Valois
Limit. Ransom. Choose one French crew during setup; this crew is linked to that crew. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
With innocence and pure trust, Mademoiselle Godiva boarded L’Eroica because her betrothed had requested her presence in the New World. The attacks she has endured from both ships and monsters have her and the crew both puzzled and cautious.

086

DJC-087

Firepot SpecialistFrench
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

087

DJC-088

BlackwatchAmerican
Points: 16
Masts 5 Cargo 4 Base Speed L
Cannons 2L 2L 3L 3L 3L
This ship gets +1 to her cannon rolls against any non-American ship or fort.
Admiral Crabtree’s family hails from the original Plymouth settlers. His brushes with horror at sea, however, have turned him to the bottle, and instilled in him a burning hatred for non-Americans.

088

DJC-089

PequodAmerican
Points: 14
Masts 4 Cargo 5 Base Speed L
Cannons 2S 3S 3S 3S
Link: “Jerky” Johnson
This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster.
Captain Ahab’s, obsession with giant sea creatures led to a chance encounter with “Jerky,” who can not only find such monstrosities, but also may be able to control them.

089

DJC-090

Paul RevereAmerican
Points: 15
Masts 4 Cargo 3 Base Speed S+L
Cannons 3S 2S 2S 3S
Link: Chief PO Charles Richard
Schooner. As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.
Under the command of CPO Charles Richard, the Paul Revere has circumnavigated the globe more than 10 times, and her crew is among the most seasoned in the American navy.

090

DJC-091

MohicanAmerican
Points: 11
Masts 3 Cargo 4 Base Speed L
Cannons 2S 2L 2S
Crew of any nationality may use their abilities on this ship.
The Mohican and her captain, a grizzled man named Simpson, represent a secret American intelligence experiment: recruiting sailors from other nations in the hope of turning them into spies for America.

091

DJC-092

Dark FoxAmerican
Points: 11
Masts 2 Cargo 1 Base Speed S+S+S
Cannons 5L 5L
Fear.
The Dark Fox made a name for herself in the war against Tripoli. She has since been fitted with the latest weapons in order to continue harassing European powers and disrupting piracy.

092

DJC-093

SaratogaAmerican
Points: 10
Masts 3 Cargo 4 Base Speed L
Cannons 4L 4L 4L
If this ship has a Captain crew, she gets +1 to her cannon rolls.
The Saratoga has been afloat since the last days of the American Revolution, and some say that during battle the spirits of Patriot soldiers aim the Saratoga’s cannons true.

093

DJC-094

Swamp FoxAmerican
Points: 12
Masts 3 Cargo 2 Base Speed S+S
Cannons 3S 3L 3S
Link: George Washington LeBeaux
Schooner. Broadsides Attack.
Recruited by LeBeaux from the swamps of Florida and back alleys of New Orleans, the Swamp Fox’s crew has been granted full military rankings amid rumors that they provide the ship with unnatural protection.

094

DJC-095

BrandywineAmerican
Points: 9
Masts 2 Cargo 2 Base Speed S+L
Cannons 3L 2S
This ship ignores terrain when she is given a move action (islands are not terrain).
Some whisper of the Brandywine’s unnatural ability to find her way through any ocean, but Captain Fry insists it is nothing more than the rigid application of natural scientific principles.

095

DJC-096

HessianAmerican
Points: 9
Masts 1 Cargo 4 Base Speed L
Cannons 2S
Once per turn, one crew or ship within S of this ship cannot use its ability that turn.
The tiny Hessian is nearly a renegade. In fact, she appears on no official naval records, raising questions about just who authorizes her vicious attacks.

096

DJC-097

Jonas RichmanAmerican
Points: 5
This ship may move and shoot using the same move action. This ship gets +1 to her cannon rolls against the Cursed.
Jonas Richmond knows the seduction of evil only too well. The loss of his family to violent predators left him with a single motivation: the destruction of any servant of evil.

097

DJC-098

Firepot SpecialistAmerican
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

098

DJC-099

Livestock
Points:
Load this treasure face down. You may reveal it after this ship is rammed by a sea monster, but before any boarding roll is made. When revealed, move the boarding sea monster to the nearest island. Remove Livestock from the game.

099

DJC-100

Martyr's Amulet
Points:
All cannon rolls made by Cursed ships against this ship are reduced by 1.

100

DJC-101

Monkey's Paw
Points:
Once per turn when an enemy ship is given a shoot action to shoot at this ship, its controller chooses one of her cannons within range: That cannon automatically hits.

101

DJC-102

Witch's Brew
Points:
Once per turn instead of giving this ship an action, you may place a fog bank within L of her.

102

DJC-103

Maps of Hades
Points:
Once per turn, before this ship takes an action, roll a d6, On a roll of 5 or 6, the opponent to your right may give this ship a move action. If he or she does, this ship may not be given another action that turn.

103

DJC-104

Holy Water
Points:
No enemy ability can affect this ship or her crew.

104

DJC-105

Sunken Treasure
Points:
When revealed, roll two d6. The total is how much gold Sunken Treasure is worth. At the beginning of each of your turns, reduce that value by 1, until Sunken Treasure is either reduced to 0 gold or is unloaded at your home island. Sunken Treasure takes up two cargo spaces.

105

DJC-106

Eye of Insanity
Points:
At the beginning of each of your turns, choose a target crew on this ship. Then choose a Cursed crew in play. The target can use the Cursed crew’s ability that turn instead of its own. You may make a different choice each turn.

106

DJC-107

The Cursed Conch
Points:
Instead of giving this ship an action on your turn, you may give a sea monster an action, even if it is not part of your fleet.

107

DJC-108

Chariot of the Gods
Points:
Place this treasure on the nearest sea monster: It may now be assigned one crew, per the transfer rules.

108

DJC-109

CaptainCursed
Points: 3
This ship may move and shoot using the same move action.

109

DJC-110

CaptainPirate
Points: 3
This ship may move and shoot using the same move action.

110

DJC-111

CaptainEnglish
Points: 3
This ship may move and shoot using the same move action.

111

DJC-112

CaptainSpanish
Points: 3
This ship may move and shoot using the same move action.

112

DJC-113

CaptainFrench
Points: 3
This ship may move and shoot using the same move action.

113

DJC-114

CaptainAmerican
Points: 3
This ship may move and shoot using the same move action.

114

DJC-115

MusketeerCursed
Points: 3
This ship gains one 3S cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

115

DJC-116

MusketeerPirate
Points: 3
This ship gains one 3S cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

116

DJC-117

MusketeerEnglish
Points: 3
This ship gains one 3S cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

117

DJC-118

MusketeerSpanish
Points: 3
This ship gains one 3S cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

118

DJC-119

MusketeerFrench
Points: 3
This ship gains one 3S cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

119

DJC-120

MusketeerAmerican
Points: 3
This ship gains one 3S cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

120

DJC-121

HelmsmanCursed
Points: 2
This ship gets +S to her base move.

121

DJC-122

CannoneerCursed
Points: 2
Once per turn, one of this ship’s cannons may shoot again if it misses.

122

DJC-123

CannoneerPirate
Points: 2
Once per turn, one of this ship’s cannons may shoot again if it misses.

123

DJC-124

CannoneerEnglish
Points: 2
Once per turn, one of this ship’s cannons may shoot again if it misses.

124

DJC-125

CannoneerSpanish
Points: 2
Once per turn, one of this ship’s cannons may shoot again if it misses.

125

DJC-126

CannoneerFrench
Points: 2
Once per turn, one of this ship’s cannons may shoot again if it misses.

126

DJC-127

CannoneerAmerican
Points: 2
Once per turn, one of this ship’s cannons may shoot again if it misses.

127

DJC-128

ExplorerCursed
Points: 1
This ship may dock and explore a wild island using the same move action.

128

DJC-129

OarsmanCursed
Points: 1
If derelict, this ship gains a base move of S. This crew takes up no cargo space.

129

DJC-130

ShipwrightCursed
Points: 2
This ship may repair at sea or at any island.

130

DJC-131

Chainshot SpecialistCursed
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a chainshot at a target within S of her. You must declare which cannon will shoot the chainshot before rolling the d6. If the chainshot hits, do not eliminate a mast; instead, the target cannot move on her next turn.

131

DJC-132

Smokepot SpecialistCursed
Points: 3
Once per turn when this ship is given a shoot action, you may declare that one of her cannons is shooting a smokepot instead of a cannon; you do not need to target a ship. Simply place the center of a fog bank within S of this ship; it may not touch an island or any ship docked at an island. Remove the fog bank at the beginning of your next turn.

132

DJC-133

Stinkpot SpecialistCursed
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a stinkpot at a target within S of her. You must declare which cannon will shoot the stinkpot before rolling the d6. If the stinkpot hits, do not eliminate a mast; instead, the target’s crew cannot use their abilities on the target’s next turn.

133

DJC-134

BehemothCursed
Points: 19
Masts 5 Cargo 0 Base Speed L
Cannons 2S 2S 2S 2S 2S
Sea Monster. Limit. At the beginning of each of your turns, choose any ability possessed by any ship or crew in play; this character has that ability. You may make a different choice each turn.
Many sailors believe this monstrosity to be the legendary Behemoth the bible claims will be the a sign of the apolcalypse. Those who have encountered it and lived claim that it wields the power greater than both heaven and hell.

134

DJC-135

Mist WalkerCursed
Points: 14
Masts 4 Cargo 0 Base Speed L+L
Cannons 2L 3S 3S 2S
Sea Monster. If this sea monster ends its turn in a fog bank, on her next turn it may use its move action to move out of any other fog bank in play.
Sailors who have seen Mist Walker—and they are rare indeed—claim that the beast doesn’t make a sound as it materializes out of the fog. The memory of their companions’ screams and torn bodies, though, will forever live in their minds.

135

DJC-136

"Screaming" MimiCursed
Points: 6
Link: Banshee's Wail
Give this ship a move action but do not move her. Instead, roll a d6. On a result of 5 or 6, move an enemy ship L in any direction.
Some say she is nothing more than a mad woman, but others know that she is a spirit forced to spend eternity haunting the sea and seeking revenge on those in uniform - those who let her death go unnoticed.

136

DJC-137

The Red Skull
Points:
This ship and any crew aboard her belong to the Cursed nation instead of to their nation.

137

DJC-138

Fool's GoldPirate
Points: 12
Masts 4 Cargo 4 Base Speed L
Cannons 3L 3S 3S 3L
Once per turn, this ship may randomly take one treasure from any ship she touches.
With her golden sails, the Fool's Gold looks like an imperial ship from the crown's personal fleet. Captain Jeffries uses that ruse to take the gold from the royal fools stupid enough to fall for such an obvious trick.

138

DJC-139

Electric EelPirate
Points: 13
Masts 4 Cargo 3 Base Speed S+S
Cannons 3S 3L 3L 3S
This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
Sneaky and deadly, Captain Ness Kruise has no qualms about relieving treasure from those he deems unworthy to possess it.

139

DJC-140

BoneyardCursed
Points: 14
Masts 4 Cargo 4 Base Speed L
Cannons 4S 4S 3S 4S
Fear.
The Boneyard is made of femurs and ribs, held together with the marrow scraped from her victims. Her very presence has driven the most hardened pirates mad with fear.

140

DJC-141

Drowned ManCursed
Points: 16
Masts 4 Cargo 3 Base Speed S+S
Cannons 3S 3L 3L 3S
Ghost Ship.
The Drowned Man and her crew are made up of ships and sailors from wrecks the world over. Together, these entities have become a powerful and dark force intent on seeking revenge for their untimely demises!

141

DJC-142

Black DiamondPirate
Points: 14
Masts 4 Cargo 4 Base Speed L
Cannons 3S 3L 3L 3S
If this ship wins a boarding party, she may take as much treasure from the other ship as she wants, up to her available cargo space.
The crew of the Black Diamond care about only one thing: gold. Specifically, taking your gold and adding it their holdings, which are hidden from the prying eyes of Davy Jones.

142

DJC-143

Broken KeyPirate
Points: 13
Masts 4 Cargo 3 Base Speed S+S
Cannons 3S 3S 3S 3S
Broadsides Attack.
The captain of the Broken Key is rumored to have a part of the key to a secret vault of treasure hidden by Davy Jones himself. He has outfitted his boat to dissuade anyone from searching for his piece of the puzzle.

143

DJC-144

HMS RichardsEnglish
Points: 13
Masts 4 Cargo 4 Base Speed L
Cannons 3L 3L 3L 3L
This ship gets +1 to her cannon rolls against any non-English ship.
Captain Hungerford keeps his crew focused on one task: destroying any who would challenge England's dominion over the sea.

144

DJC-145

NightmareCursed
Points: 16
Masts 4 Cargo 4 Base Speed S+S
Cannons 4S 3L 3L 4S
Ghost Ship.
The Nightmare appears on moonless nights where any ship has sunk. She picks up those wretched souls who seek vengeance on the living.

145

DJC-200

HowlCursed
Points: 11
Masts 2 Cargo 2 Base Speed S+S
Cannons 3L 3L
If this ship ends her turn in a fog bank, on her next turn she may use her move action to move out of any other fog bank in play.
From the mists that gather at nightfall, the Howl appears with the scream of a thousand tormented souls.

200

DJC-201

El PlutonSpanish
Points: 7
Masts 2 Cargo 1 Base Speed L
Cannons 4S 4S
This ship gets +L to her base move if she has all of her masts.
El Pluton seems to have emerged from the underworld itself. No one is sure how she is able to float, unless allowed to by the gods themselves.

201

DJC-202

Black GentlemanPirate
Points: 13
Masts 2 Cargo 3 Base Speed L
Cannons 2S 2S
Fear. Once per turn, this ship may randomly take one treasure from any ship she touches.
No sane crew would ever sail on a ship named for the Devil, and yet she does sail, especially on moonless nights when no wind blows.

202

DJC-203

Moor HoundEnglish
Points: 15
Masts 2 Cargo 2 Base Speed S+S
Cannons 3L 3S
Ghost Ship.
No ship has ever been recorded as the Moor Hound, yet sailors swear the English ship has fired upon them.

203

DJC-204

L' Epee SanglanteFrench
Points: 7
Masts 2 Cargo 3 Base Speed L
Cannons 3S 3L
Cursed crew may use their abilities on this ship.
Rumored to be crewed by dead French corsairs, the “Bloody Sword” has been seen everywhere from the South China Seas to the Spanish Main.

204

DJC-205

SalemAmerican
Points: 8
Masts 2 Cargo 4 Base Speed S+S
Cannons 3S 3S
Cursed crew may use their abilities on this ship.
The Salem was sunk by a wave almost immediately after leaving Boston. Yet it docked in New Orleans with Tabitha McWarren.

205

DJC-206

La DesesperanzaSpanish
Points: 14
Masts 1 Cargo 2 Base Speed S+S+S
Cannons 4S
Ghost Ship.
No Spanish sailor wants to die with unfinished business, so fearful are they of an undead assignment aboard La Desesperanza.

206

DJC-207

DanceCursed
Points: 10
Masts 1 Cargo 2 Base Speed L
Cannons 2S
If this ship succeeds at a boarding party, she may eliminate all of the other ship’s crew.
This ship’s name comes from the swaying of hanged sailors, who still move this ship along her dark course.

207

DJC-208

Black GateEnglish
Points: 5
Masts 1 Cargo 2 Base Speed S+S
Cannons 3L
Cursed crew may use their abilities on this ship.
This ship was banned from port because of rumor of plague. The screams of her dying crew can be heard for miles.

208

DJC-209

La DischordeFrench
Points: 11
Masts 1 Cargo 3 Base Speed L
Cannons 3S
Fear. This ship gets +1 to her boarding rolls.
La Dischorde’s crew can be heard laughing at the sea madness, curses, and mutiny that occur aboard other ships wherever she sails.

209

DJC-210

Burning ManAmerican
Points: 14
Masts 1 Cargo 2 Base Speed L
Cannons 2L
Ghost Ship.
Once used to carry explosives and crewed by “expendable assets,” this vessel is rumored never to have returned from her last attack mission.

210

DJC-211

JudasPirate
Points: 5
Masts 1 Cargo 3 Base Speed L
Cannons 4S
Cursed crew may use their abilities on this ship.
The crew of the Judas is made up of those sailors who no one else wants, the scum of the scum.

211

DJC-212

DungeonPirate
Points: 10
Masts 1 Cargo 1 Base Speed S+S+S
Cannons 3S
Turtle Ship. Fear.
Rumors that Captain Drako chains up his rowers so that they can’t escape during a raid have yet to be proven.

212

DJC-213

Pandora’s BoxEnglish
Points: 10
Masts 1 Cargo 4 Base Speed L
Cannons 4S
Turtle Ship. If this ship wins a boarding party, she may take as much treasure from the other ship as she wants, up to her available cargo space.
With a sense of humor typical of seamongers, the crew considers their raids both good (for them) and bad (for their victims).

213

DJC-214

CryptCursed
Points: 11
Masts 1 Cargo 2 Base Speed S+S
Cannons 2S
Turtle Ship. If this ship succeeds at a boarding party, she may eliminate all of the other ship’s crew.
No one has seen the inside of the Crypt and lived.

214

DJC-215

SarcophagusCursed
Points: 10
Masts 1 Cargo 3 Base Speed S
Cannons 3L
Turtle Ship. Fear.
Only the dead and those who think they can control them sail on the Sarcophagus.

215

DJC-216

AlligatorCursed
Points: 9
Masts 1 Cargo 2 Base Speed L
Cannons 4S
Turtle Ship. If this ship ends her turn in a fog bank, on her next turn she may use her move action to move out of any other fog bank in play.
Made from the bones of a giant alligator, this vessel mutely menaces the shoreline like its reptilian namesake.

216

DJC-217

TarantulaCursed
Points: 8
Masts 1 Cargo 3 Base Speed S
Cannons 3S
Turtle Ship. This ship gets +1 to her boarding rolls.
When this ship rams and boards, it is said that sailors swarm out of her like a nest of spiders.

217

DJC-300a

GuichuanCursed
Points: 30
Masts 10 Cargo 7 Base Speed S
Cannons 3S 3S 2L 2L 2L 3S 3S 3S 3S 3S
Link: The Headhunter
Ghost Ship. Junk. Treasure Ship.
When one of the emperor's treasure ships went off course in a storm, she was presumed to have sunk, her crew and treasure lost at the bottom of the sea. A year and a day later, the ship was seen and hauled, but when Jade Rebellion crew sailed close to her, they quickly noticed her new ghostly form. From then on the ship became known as the Guichuan - ghost ship. This ship of purest evil, commanded by the notorious Headhunter and crewed by mysterious phantoms, now claims allegiance to the Cursed and the sea fiends that animate her.

300a

DJC-300b

The HeadhunterCursed
Points: 7
Link: Guichuan
Fear. Headhunter's Domain. (Headhunter's Domain: This crew may use its abilities aboard only the Guichuan. Once at the beginning of each of your turns roll a d6. On a result of 6, any ship or sea monster in your fleet may be given two actions that turn. If this ship wins a boarding party, she may either take as much treasure from the other ship as she wants, up to her available cargo space, or eliminate all of the other ship's crew.)

300b

MI-001

NautilusMercenary
Points: 16
Masts 3 Cargo 4 Base Speed L
Cannons 3S 3S 3S
Link: Captain Nemo
Mercenary. Submarine. Two hits from the same shoot action are required to eliminate one of this ship’s hull pieces.
The Nautilus is Captain Nemo’s flagship and his greatest creation, a ship so powerful and terrible that she is often mistaken for a creature from the deep.

001

MI-002

TerrorMercenary
Points: 16
Masts 3 Cargo 4 Base Speed L
Cannons 3L 3L 3L
Link: Count Gustov
Fear. Mercenary. Submarine.
A strange fog seems to follow the Terror, spirit-like wisps swirling about her decks whenever she surfaces.

002

MI-003

HephaestusMercenary
Points: 14
Masts 3 Cargo 4 Base Speed S
Cannons 2L 2S 2S
Link: Herr Fuchs
Mercenary. Submarine. This ship ignores the first hit she takes each turn as long as she has all of her hull pieces.
Though slowed considerably by the weight of her thick, iron hull, the Hephaestus once survived a direct shot from a 30-pound cannonball.

003

MI-004

FathomMercenary
Points: 12
Masts 3 Cargo 4 Base Speed L
Cannons 3L 4S 4S
Link: Nikos Chelios
Mercenary. Submarine. If this ship shoots at a ship that was previously shot at by another ship this turn, she gets +1 to her cannon rolls against that ship this turn.
A favorite tactic of the Fathom is to surface in the middle of a battle to sink a weakened ship, and then gather plunder from the ocean floor.

004

MI-005

BarracudaMercenary
Points: 12
Masts 2 Cargo 3 Base Speed L
Cannons 2S 2S
Mercenary. Submarine. If submerged, this ship can ram another ship (then move away) and then initiate a boarding party against that ship.
The Barracuda was originally built by Nemo as a gift for his friend Robur, years before the infamous “Conqueror” took to the air.

005

MI-006

MobilisMercenary
Points: 11
Masts 2 Cargo 3 Base Speed S
Cannons 4S 4S
Link: Eileen Brigid O’Brien
Mercenary. Submarine. Once per turn, one crew or ship within S of this ship cannot use its ability that turn.
Nemo named the Mobilis with part of his motto—mobilis in mobile or “moving in a moving thing”—before giving it to O’Brien.

006

MI-007

Devil RayMercenary
Points: 10
Masts 2 Cargo 3 Base Speed S
Cannons 4L 4L
Link: Yeshaji Angria
Mercenary. Submarine. When submerged , this ship gets +L to her base move.
With plans from Nemo, Angria has created one of the fastest submersibles ever seen. Rumor has it that the Devil Ray can journey from Bombay to Fiji without surfacing.

007

MI-008

Brave SelkirkMercenary
Points: 11
Masts 2 Cargo 3 Base Speed L
Cannons 3S 3S
Mercenary. Submarine. Once per turn, if this ship carries treasure and is within S of an enemy ship, you may randomly trade one treasure with that ship.
The Brave Selkirk was named by Nemo’s shipbuilders in honor of the ancient sailor who called the Mysterious Islands home, long before even Nemo did.

008

MI-009

ForwardMercenary
Points: 15
Masts 4 Cargo 4 Base Speed S+S
Cannons 3S 3S 3S 3S
Link: Christian Fiore
Mercenary. This ship gets +1 to her cannon rolls against any ship.
Led by Fiore, the crew of the Forward mutinied while sailing in the Arctic. Since then, the criminal crew has haunted the waters around the Mysterious Islands.

009

MI-010

Santa MolinaMercenary
Points: 11
Masts 4 Cargo 3 Base Speed L
Cannons 3S 3L 3L 3S
Link: Osvaldo de Deus Celemente
Mercenary. Schooner. Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.
Arriving in the warm waters of the South Pacific, the crew of this one-time Spanish trading ship have vowed never to return to the European port they once called home.

010

MI-011

MeropisMercenary
Points: 14
Masts 3 Cargo 3 Base Speed S+S
Cannons 3L 2L 3L
Link: Ibrahan Ozat
Mercenary. After this ship resolves a shoot action, she may move as a free action.
The crew of the Meropis claim to be from one of the Mysterious Islands of the same name—one never seen by outsiders.

011

MI-012

Hare's LuckMercenary
Points: 9
Masts 2 Cargo 3 Base Speed L
Cannons 2S 2S
Mercenary. After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.
Judging by the name of his ship, the one-legged captain of the Hare’s Luck is not without a sense of humor.

012

MI-013

MatukuMercenary
Points: 12
Masts 3 Cargo 4 Base Speed S+L
Cannons 4L 4L 4L
Link: Luc Savard
Mercenary. Schooner. Once per turn, this ship may randomly take one treasure from any ship she touches.
Once an American vessel, the Matuku was renamed by the natives of the Islands who captured and now crew the ship.

013

MI-014

DuncanMercenary
Points: 10
Masts 2 Cargo 4 Base Speed L
Cannons 3S 3S
Mercenary. This ship gets +1 to her boarding rolls.
Sailors’ tales say that the Duncan is crewed by traitors and cannibals more likely to eat their captives than ransom them.

014

MI-015

Bashaw FollyMercenary
Points: 12
Masts 2 Cargo 2 Base Speed S+L
Cannons 2S 2S
Mercenary. This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster.
Those who don’t believe in sea monsters quail when they see the serpent’s skull used as a figurehead by the Bashaw Folly.

015

MI-016

Bosun's BaneMercenary
Points: 10
Masts 1 Cargo 1 Base Speed S+S+S
Cannons 2S
Mercenary. This ship can’t be shot at by ships within S of her.
The ragtag crew of rebels and mutineers aboard the Bosun’s Bane will turn on each other if they go too long without attacking another ship.

016

MI-017

Count GustovMercenary
Points: 6
Link: Terror
Ex-patriot. Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action.
Dissatisfied with czarist Russia, Count Leonardo Gustov contacted Nemo with the idea of a partnership, two men creating their own world order by destroying the old. Nemo declined but agreed to offer him his technology. Gustov has used it to wage his personal war on the minions of the “soon-to-be-dead queens and kings of Europe.”

017

MI-018

Herr FuchsMercenary
Points: 6
Link: Hephaestus
Ex-patriot. This ship may move and shoot using the same move action. Once per turn, one of this ship’s cannons may shoot again if it misses.
With the Prussian courts choosing favorites, Herr Fuchs saw his ingenuity too often declined. After consulting with Nemo, he saw the future: Leave Germany with his team of designers, take to the sea, and never again sell his designs.

018

MI-019

Eileen Brigid O'BrienMercenary
Points: 6
Link: Mobilis
Ex-patriot. This ship may move and shoot using the same move action. This ship gets +1 to her cannon rolls against English ships.
With her family imprisoned by England and their land given to the Golds, O’Brien vowed revenge on all involved. With Nemo’s technology, Irish wealth in the New World, and a crew of dedicated freedom fighters, O’Brien has taken her fight against England to the sea.

019

MI-020

Captain NemoMercenary
Points: 8
Link: Nautilus
Ex-patriot. If this ship wins a boarding party, she may capture the crew with the highest point cost instead of eliminating it. A captive becomes assigned to this ship, takes up no cargo space, and can use its abilities. The captive cannot leave this ship unless the ship sinks.
His past as mysterious as the islands he has claimed to have found, and with riches beyond that of many of the Crowns of Europe, Captain Nemo has given those dissatisfied with the current state of the world a new vision: allegiance to oneself and honor to the sea.

020

MI-021

Nikos CheliosMercenary
Points: 5
Link: Fathom
Ex-patriot. Once per turn, this ship may randomly take two treasures from any ship she touches.
With shipping companies spread across the globe, the richest man in Greece felt he had conquered the sea. But when Gustov took him on a trip in his submarine, Chelios’ eyes were opened to a world he had no control over. Using Nemo’s technology, he has set out to prove that the true masters of the sea sail under it, not above it.

021

MI-022

Luc SavardMercenary
Points: 6
Link: Matuku
Ex-patriot. This ship may move and shoot using the same move action. This ship gets +1 to her cannon rolls against American ships.
Watching Canada become a pawn and forgotten territory while the upstart United States thrived, Savard grew increasingly dissatisfied. Starting life as a pirate preying on U.S. ships was a start, but when he was outlawed by Canada, he vowed to fight on his own until he controlled the entire hemisphere.

022

MI-023

Osvaldo de Deus CelementeMercenary
Points: 7
Link: Santa Molina
Broadsides Attack. Ex-patriot. This ship may move and shoot using the same move action.
Piracy was a dead end for this Cuban, who saw his countrymen cut down by better technology. So in a daring midnight raid, he took control of a Spanish ship and vowed that slavers the world over would pay. He hopes someday to meet the rumored Nemo and learn some of his secrets.

023

MI-024

Ibrahan OzatMercenary
Points: 6
Link: Meropis
Ex-patriot. As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.
Petty conflicts in the Mediterranean became as silly as they were deadly, and Ozat knew he could not take another order from a sultan who never left his perfumed baths or pile of pillows. With rumors of uncharted islands, wealth beyond dreams, and technology unheard of in Europe, Ozat set sail for the Mysterious Islands.

024

MI-025

Christian FioreMercenary
Points: 6
Link: Forward
Ex-patriot. Once per turn, one crew or ship within S of this ship cannot use its ability that turn.
Fiore had a knack for getting people to tell him their secrets, for creating kings. Eventually the objects of his manipulations began to bore him, and hearing of Gustov’s plan, he took his talents to the sea to help create a new world order.

025

MI-026

Yeshaji AngriaMercenary
Points: 8
Link: Devil Ray
Ex-patriot. Once per turn, this ship may look at any one face-down treasure on any ship or island. This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
The last of the Angria dynasty, Yeshaji watched as the English fleet bombarded his family holdings near Bombay. He knew then that the age of piracy was dead. But when he saw Nemo’s Nautilus surface from the depths, he saw a new way to restore his family’s pride and power.

026

MI-027

Firepot SpecialistMercenary
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll one d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

027

MI-028

Prussian CrownPirate
Points: 16
Masts 5 Cargo 5 Base Speed L
Cannons 3S 3L 3L 3L 3S
This ship can shoot at submerged ships within S of her.
The new pirate crew of the “Schultzie” are inordinately proud of capturing the German frigate and her cache of modern weaponry.

028

MI-029

ColeopteraPirate
Points: 12
Masts 3 Cargo 3 Base Speed S+S
Cannons 4L 4L 4L
Link: Captain Mission
Submarine. This ship gets +1 to her cannon rolls against Mercenary ships.
After stealing the Coleoptera, Captain Mission painted the ship bright gold to taunt Nemo before setting out to waylay ships on the Sea of Krakens.

029

MI-030

Thirty TyrantsPirate
Points: 13
Masts 4 Cargo 3 Base Speed L
Cannons 3S 3L 3L 3S
Broadsides Attack.
When piracy became difficult on the Mediterranean and Aegean Seas, Captain Zambrowsky led the Thirty Tyrants and her crew through the newly opened Suez Canal toward the Mysterious Islands.

030

MI-031

Xiamen's ClawsPirate
Points: 13
Masts 4 Cargo 4 Base Speed S+S
Cannons 2S 3S 3S 2S
This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a submarine.
Negotiations aboard the Xiamen’s Claws always take place in the captain’s quarters, where he keeps his pet—a live tiger.

031

MI-032

Sunrise FirePirate
Points: 12
Masts 4 Cargo 4 Base Speed L
Cannons 4S 3S 3S 4S
Schooner. Once per turn, if this ship is within S of an island, you may mark the island as explored without docking at it. The island becomes unexplored in regards to all other players.
Villagers in the Mysterious Islands often see the silhouette of the Sunrise Fire as she sails by in the predawn hours, marking each island she passes as potential prey.

032

MI-033

Nancy NoxPirate
Points: 12
Masts 3 Cargo 5 Base Speed S
Cannons 2S 3S 4S
Link: “Cannonball” Gallows
If this ship wins a boarding party, she may take as much treasure from the other ship as she wants, up to her available cargo space.
The Nancy Nox is a ship of carousing buccaneers who have vowed to “make merry even in the land of the dead,” and who prefer kegs of rum to chests of gold.

033

MI-034

Devil's PayPirate
Points: 4
Masts 2 Cargo 2 Base Speed L
Cannons 2L 2L
This ship cannot shoot when she carries treasure.
Because the Devil's Pay was built for speed rather than carrying capacity, her crew must take the best plunder rather than the most plunder.

034

MI-035

Panama SunPirate
Points: 10
Masts 3 Cargo 4 Base Speed S+S
Cannons 3S 3S 3S
Ramming cannot eliminate this ship’s masts.
The Panama Sun is crewed by failed forty-niners who stole the ship and her cargo of gold, then fled to the Mysterious Islands to take up their new trade of piracy.

035

MI-036

El TejonPirate
Points: 7
Masts 2 Cargo 2 Base Speed L
Cannons 2L 2L
Link: Benito de Soto
You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit.
Crewed by determined Spanish outlaws, El Tejon will never give up a chase until she has captured her target.

036

MI-037

ShamrockPirate
Points: 8
Masts 2 Cargo 3 Base Speed S+L
Cannons 4S 4L
After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.
Under the guidance of American mastermind Adam Worth, the crew of the Shamrock sails unerringly toward the greatest plunder to be found in the Mysterious Islands.

037

MI-038

Smiling JimPirate
Points: 7
Masts 1 Cargo 1 Base Speed S+S+S
Cannons 2S
Once per turn, if this ship carries treasure and is within S of an enemy ship, you may randomly trade one treasure with that ship.
Said to be captained by the ghost of a shantytown saloon-keep, the Smiling Jim is crewed by sailors who throw cargo overboard in hopes of appeasing the ship’s namesake.

038

MI-039

HammersmithPirate
Points: 6
This ship gets +1 to her boarding rolls against Mercenary ships. As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.
Hammersmith’s ship, the Glory, was laden with goods when a metal ship-beast surfaced and destroyed her. After washing ashore a mysterious island that rose out of the sea, he put together a new crew, whose only purpose is to bury submarines next to the Glory.

039

MI-040

Benito de SotoPirate
Points: 9
Link: El Tejon
This ship may move and shoot using the same move action. After this ship resolves a shoot action, she may move as a free action.
Benito de Soto claims to be the last true pirate: His attacks are quick; his goal is gold; and his crew has perfected the art of capturing ships. Hiding out along the coast of South America, de Soto appears only when his hunger for gold needs to be satisfied.

040

MI-041a

DiabolitoPirate
Points: 7
If this ship succeeds at a boarding party, she may eliminate all of the other ship’s crew.
The “Little Devil” seems to have been spawned from Hades itself. With no regard for human life, he is chaos personified, and any ship that comes across him can only hope that they survive the onslaught.

041a

MI-041b

Professor Clive DefoeEnglish
Points: 5
This ship can shoot at submerged ships within S of her.
Professor Defoe has studied the emergence of the submarine with great interest. He has been paid handsomely by the Crown to bring in one—in any condition.

041b

MI-042a

“Cannonball” GallowsPirate
Points: 0
Link: Nancy Nox
Limit. Ransom. Place this crew face up during setup. You may build your fleet using 5 more points than the game’s build total. This crew cannot leave this ship unless captured or eliminated.
The son of Genny Gallows grew up as a pirate. But for him, piracy is all fun and games, almost like living a dream of gold, glory, girls, and rum. He sails for fun, and crews line up to sail with him.

042a

MI-042b

The GentlemanEnglish
Points: 6
This ship may move and shoot using the same move action. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
The ladies the Gentleman has rescued have spread his name throughout the seas and ports. To have been saved by him is to have been welcomed into an exclusive club, whose true nature is known only by its members.

042b

MI-043a

Captain MissionPirate
Points: 7
Link: Coleoptera
This ship’s crew cannot be eliminated unless she sinks. Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action.
With a laugh, this self-proclaimed King of Pirates is based in Madagascar. Mission considers Nemo to be a fool, his ideas the idiocy of someone with too much money and too little imagination.

043a

MI-043b

Lt. Henry Ducie ChadsEnglish
Points: 5
Link: HMS Botany Bay
Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice. This ship gets +1 to her cannon rolls against Pirate ships.
Tasked with ridding the world of threats at sea, Chads’ focus is the pirates who seem to attack at will. He has zeroed in on Captain Mission and his ilk, with the aim of making the seas safe for everyone.

043b

MI-044

Firepot SpecialistPirate
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll one d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

044

MI-045

HMS PacificumEnglish
Points: 15
Masts 5 Cargo 4 Base Speed S+S
Cannons 3S 3S 2L 3L 4S
This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a submarine.
Among the nearly 700 sailors who crew HMS Pacificum are 20 who specialize in operating the hardhat diving suits they use to board submersibles.

045

MI-046

HMS GallowsEnglish
Points: 16
Masts 4 Cargo 5 Base Speed L
Cannons 2L 2L 2L 2L
This ship gets +1 to her cannon rolls against any ship.
Innumerable pirates have swung from the yardarm of HMS Gallows, a ship expressly constructed by the Crown to pursue pirates to the far ends of the Earth.

046

MI-047

HMS ZephyrEnglish
Points: 15
Masts 4 Cargo 4 Base Speed L
Cannons 3S 4L 3S 3S
Link: Hermione Gold
Schooner. After this ship resolves a shoot action, she may move as a free action.
Her white sails crisp and polished silver trim gleaming, HMS Zephyr often seems to race over the waves faster than the wind.

047

MI-048

HMS Iron PrinceEnglish
Points: 10
Masts 3 Cargo 4 Base Speed L
Cannons 3S 2L 3S
Ramming cannot eliminate this ship’s masts.
One of Her Majesty’s first and finest ironclads, HMS Iron Prince can withstand incredible impacts with minimal damage.

048

MI-049

HMS Empress Of IndiaEnglish
Points: 11
Masts 3 Cargo 3 Base Speed S+L
Cannons 3L 3L 3L
If this ship shoots at a ship that was previously shot at by another ship this turn, she gets +1 to her cannon rolls against that ship this turn.
One of the Admiralty’s few remaining packet ships, HMS Empress sails between Asia and England carrying only the most important cargo—and well prepared to defend it.

049

MI-050

HMS ChallengerEnglish
Points: 9
Masts 2 Cargo 3 Base Speed L
Cannons 4S 4S
This ship can shoot at submerged ships within S of her.
Christened by Prince Albert, HMS Challenger was named in honor of the brilliant scientist who gave the secret of depth charges to the Imperial Navy.

050

MI-051

HMS Botany BayEnglish
Points: 12
Masts 3 Cargo 3 Base Speed S+S
Cannons 3L 2L 4L
Link: Lieutenant Henry Ducie Chads
Broadsides Attack.
Once a colony ship, HMS Botany Bay spent six months in the dry docks of Hong Kong to be outfitted with two gun decks and more than four dozen cannons.

051

MI-052

HMS AucklandEnglish
Points: 12
Masts 3 Cargo 3 Base Speed S+L
Cannons 2S 3S 2S
Schooner. This ship gets +1 to her boarding rolls.
HMS Auckland is crewed by rough sailors recruited from the penal colony of Moreton Bay and offered a chance at freedom in return for service.

052

MI-053

HMHV PlunderEnglish
Points: 6
Masts 2 Cargo 2 Base Speed L
Cannons 3L 3S
Pirate crew may use their abilities on this ship.
The crew of the hired vessel HMHV Plunder is loyal to the Crown, but only so long as coin from the Crown outweighs what they might win from piracy.

053

MI-054

HMS DisraeliEnglish
Points: 7
Masts 2 Cargo 3 Base Speed L
Cannons 3L 3L
Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.
When enemies close on HMS Disraeli, they fear the crack of her marksmen’s rifles as much as the boom of her cannons.

054

MI-055

HMS BletchleyEnglish
Points: 9
Masts 1 Cargo 1 Base Speed S+S
Cannons 2L
L-range cannons cannot hit this ship.
HMS Bletchley has been ordered to map the Mysterious Islands, plant the Union flag, and expand the empire.

055

MI-056

Hermione GoldEnglish
Points: 7
Link: HMS Zephyr
This ship may move and shoot using the same move action. This ship gets +1 to her cannon rolls against any non-English ship.
When Eileen Brigid O’Brien escaped prison, Hermione Gold took that as a slap to her family’s face. With a ship paid for by her family fortune and a crack fighting squad provided by the Crown, she has begun her hunt for O’Brien.

056

MI-057

Firepot SpecialistEnglish
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll one d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

057

MI-058

La ManilaSpanish
Points: 13
Masts 5 Cargo 6 Base Speed S
Cannons 4S 4S 4L 4S 4S
Ramming cannot eliminate this ship’s masts.
La Manila is the largest Spanish ship in the western Pacific, and the flagship of many Spanish fleets in Asian waters.

058

MI-059

El Galeon De GibraltarSpanish
Points: 14
Masts 4 Cargo 4 Base Speed L
Cannons 3S 3L 3L 3S
This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a submarine.
This ship’s crew won fame for sinking a submarine by dropping cannonballs over the side to pound the submersible’s hull as she passed below.

059

MI-060

El Corazon DoradoSpanish
Points: 13
Masts 4 Cargo 3 Base Speed S+L
Cannons 3L 3L 3L 4L
Schooner. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
Spanish nobility journeying to Pacific colonies often use the luxurious officers’ quarters aboard El Corazon Dorado.

060

MI-061

La ColeraSpanish
Points: 12
Masts 3 Cargo 4 Base Speed L
Cannons 3S 3S 3S
Link: Luis Zuan
Broadsides Attack.
Under Capitan Zuan the crew of La Colera ignore the events of the past, instead blaming all countries for the loss of Spanish pride and power in the New World.

061

MI-062

El VillalobosSpanish
Points: 7
Masts 2 Cargo 2 Base Speed S+S
Cannons 4S 5S
On the turn this ship is pinned, eliminate one crew and one mast from the rammed ship.
Since being disastrously boarded, the disgraced capitan of El Villalobos keeps several deck cannons constantly loaded with chainshot for the next time an enemy comes too close.

062

MI-063

El RelampagoSpanish
Points: 12
Masts 3 Cargo 4 Base Speed L
Cannons 3S 2S 3S
This ship can shoot at submerged ships within S of her.
Capitan Tito and his “Lightning” have hunted submersible vessels with a vengeance since one sank a Spanish galleon captained by his son.

063

MI-064

La SirvienteSpanish
Points: 14
Masts 3 Cargo 3 Base Speed S+L
Cannons 2L 2S 2L
Link: The Mask
Schooner. As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.
Either daring or mad, the Mask and his crew are well known for swinging over open water to board and assault enemy vessels before the ships are in contact, with extra gold going to the sailor exhibiting the most creative maneuver.

064

MI-065

El ExtremaduraSpanish
Points: 13
Masts 3 Cargo 4 Base Speed L
Cannons 2S 2L 2S
Link: Alejandro Malaspina
Schooner. This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster.
An aging schooner that once patrolled the Pacific coast of the Americas, El Extremadura was sent west by the Crown after Mexico won its independence.

065

MI-066

La SaragozaSpanish
Points: 8
Masts 2 Cargo 5 Base Speed S
Cannons 4L 4L
One of this ship’s treasures is worth +1 gold when she docks at your home island.
Sailors aboard La Saragossa take inspiration from the once-besieged city for which the ship is named. In three decades on the sea, the ship has never been captured.

066

MI-067

San TheodoraSpanish
Points: 9
Masts 2 Cargo 5 Base Speed S
Cannons 4L 5L
After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.
Few believe stories that the San Theodora is crewed by monks searching for a holy artifact brought to the Mysterious Islands by a Spanish outlaw.

067

MI-068

La EbroSpanish
Points: 7
Masts 1 Cargo 2 Base Speed S+L
Cannons 2L
This ship ignores terrain when she is given a move action (islands are not terrain).
Capitan Espinosa firmly believes that the Mysterious Islands are all that remain of the Terra Australis described by Aristotle.

068

MI-069

Luis ZuanSpanish
Points: 7
Link: La Colera
This ship may move and shoot using the same move action. This ship gets +1 to her cannon rolls against any non-Spanish ship.
When his uncles left the employ of Spain to be pirates, the family name was ruined. A child at the time, Luis remembers the anger he felt at his family’s treachery. He has vowed to prove that the Zuan family is loyal to the Crown, and he will do anything to erase the past.

069

MI-070a

The MaskSpanish
Points: 7
Link: La Sirviente
This ship may move and shoot using the same move action. As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.
Who is the Mask? That is the question running through the court of Spain. With victories against Spain’s enemies (both real and imagined) and a flair for self promotion, the Mask has won the backing of Spain’s Crown and its ladies.

070a

MI-070b

Henri DiopFrench
Points: 2
Link: All French Ships
This ship gets +1 to her cannon rolls against Mercenary ships.
After he was captured by mercenaries during a raid led by Count Gustov on his coastal African home, he escaped to Paris to become an expert on mercenary ships and tactics.

070b

MI-071a

Alejandro MalaspinaSpanish
Points: 3
Link: El Extremadura
Once per turn, if this ship is within S of an island, you may mark the island as explored without docking at it. The island becomes unexplored in regards to all other players.
Italian by birth, but backed by the Spanish Crown, Malaspina mapped the Pacific from the coast of the Americans to the Philippines. His knowledge of Spanish holdings and his grand plan for global unity are visionary.

071a

MI-071b

Pierre AronnaxFrench
Points: 5
Link: All French Ships
This ship can shoot at submerged ships within S of her.
A scholar and expert on sea life, Aronnax’s goal is to discover what makes mercenaries tick, so that he can better answer questions of the sea and of man.

071b

MI-072

Firepot SpecialistSpanish
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll one d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

072

MI-073

L’AubeFrench
Points: 15
Masts 5 Cargo 4 Base Speed L
Cannons 4L 4L 4L 4L 4L
This ship gets +1 to her cannon rolls against any ship.
Even the battle-hardened crew of L’Aube can’t help but smile at the antics of the trained monkeys brought on board by their capitaine.

073

MI-074

La MartinetteFrench
Points: 12
Masts 4 Cargo 4 Base Speed S
Cannons 3S 3L 3L 3S
Crew of any nationality may use their abilities on this ship.
Featuring sailors from around the world, the crew of La Martinette are bound together by the rigid military discipline of their officers.

074

MI-075

Le FlambergeFrench
Points: 12
Masts 4 Cargo 3 Base Speed L
Cannons 3S 3S 3S 3S
Schooner. This ship’s crew cannot be eliminated unless she sinks.
Named for the sword of the legendary Charlemagne, the “Flame Cutter” has a skilled and dedicated crew composed of the best French sailors.

075

MI-076

Le DeschargesFrench
Points: 13
Masts 3 Cargo 5 Base Speed S+S
Cannons 2S 2L 2S
If this ship wins a boarding party, she may take as much treasure from the other ship as she wants, up to her available cargo space.
Many of the sailors aboard Le Descharges came fresh from the academy at Brest, ill prepared for the bloody battles they’ve seen in the Islands.

076

MI-077

Le VercingetorixFrench
Points: 8
Masts 2 Cargo 3 Base Speed L
Cannons 3L 3L
Ramming cannot eliminate this ship’s masts.
Though Le Vercingetorix is named for an ancient Gaulish chieftain, her steel-riveted hull marks her as one of the newer ships in the French fleet.

077

MI-078

Le Rocher NoirFrench
Points: 11
Masts 3 Cargo 2 Base Speed S+L
Cannons 3S 3S 3S
This ship can shoot at submerged ships within S of her.
Capitaine Nash has nerves of steel, and what sometimes seems like a death wish, as he insists his vessel carry only the most dangerous cargo in the Mysterious Islands.

078

MI-079

L’EspadonFrench
Points: 12
Masts 3 Cargo 3 Base Speed S+L
Cannons 2S 2S 2S
This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a submarine.
Preferring boarding to being boarded, the crew of L’Espadon brag that no enemy has ever set foot on her decks.

079

MI-080

Le Petit DauphinFrench
Points: 9
Masts 3 Cargo 4 Base Speed L
Cannons 4S 4L 4S
Schooner. Once per turn, this ship may move S after loading treasure.
Construction of Le Petit Dauphin was funded by a wealthy French nobleman who secretly joined her crew as a deckhand to sail the seas in search of adventure.

080

MI-081

Le Lache du CalvadosFrench
Points: 11
Masts 2 Cargo 3 Base Speed S+S
Cannons 2S 3S
This ship cannot be shot at by ships within S of her.
French sailors ordered to serve aboard the “Coward of Calvados” throw themselves into battle with ferocious courage to prove that the ship was not named for them.

081

MI-082

L’EmeraudeFrench
Points: 7
Masts 2 Cargo 2 Base Speed S+L
Cannons 4S 4L
If this ship shoots at a ship that was previously shot at by another ship this turn, she gets +1 to her cannon rolls against that ship this turn.
Since coming to the Mysterious Islands, the masts and planks of L’Emeraude have begun to sprout shoots and leaves as if they were still alive, leaving the ship’s crew curious and slightly disturbed.

082

MI-083

La Crete ArgenteeFrench
Points: 14
Masts 1 Cargo 2 Base Speed L
Cannons 5L
Friendly ships within S of this ship get +1 to their cannon rolls.
Carrying messages and supplies among the French fleet in the Islands, the “Silver Crest” boasts striped sails that are always a welcome sight to French sailors.

083

MI-084

Ned LandsFrench
Points: 6
Link: All French Ships
This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster or submarine.
Hailing from Canada, Ned Lands’ reputation as a harpooner was solidified when he became the only man ever to have speared a kraken and lived to tell about it. His search for the mysterious sea serpent and the even more mysterious “submarines” has kept him out at sea.

084

MI-085

Firepot SpecialistFrench
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll one d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

085

MI-086

USS StephensAmerican
Points: 20
Masts 5 Cargo 4 Base Speed L
Cannons 3S 3L 2L 3L 3S
This ship may move and shoot using the same move action. After this ship resolves a shoot action, she may move as a free action.
Under the command of Willeford, USS Stephens is an agile and dangerous vessel that has sailed circles around smaller and faster ships.

086

MI-087

USS LamonAmerican
Points: 12
Masts 2 Cargo 2 Base Speed S+S
Cannons 3S 3S
Link: Captain Montana Mays
Submarine. If submerged, this ship can ram another ship (then move away) and then initiate a boarding party against that ship.
This submersible was called the Narwhal before an American crew captured her from Nemo and renamed her for the friend and confidant of President Lincoln, who led them and perished in battle.

087

MI-088

USS EaganAmerican
Points: 15
Masts 4 Cargo 4 Base Speed L
Cannons 2S 2L 2L 2S
This ship can shoot at submerged ships within S of her.
The crew of USS Eagan works closely with the brilliant engineers at the Gosport Navy Yard, who successfully duplicated the depth charges invented by the English.

088

MI-089

GrampusAmerican
Points: 15
Masts 4 Cargo 3 Base Speed S+L
Cannons 3S 3S 3L 3L
Schooner. This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster.
Since coming to the Mysterious Islands, the good men who crew the Grampus have been haunted by nightmares of mutiny and a dark end.

089

MI-090

USS PaladinAmerican
Points: 12
Masts 3 Cargo 4 Base Speed L
Cannons 2S 3S 2S
Link: Shinji Smith
This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a submarine.
A silver stallion on her masthead, USS Paladin sailed out of San Francisco riding the wind that called her to the most savage parts of the Mysterious Islands.

090

MI-091

USS QuigleyAmerican
Points: 8
Masts 2 Cargo 3 Base Speed L
Cannons 2L 2L
Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.
When not taking part in endless target practice, the crew of USS Quigley work endless hours to keep her hull a bright red and her trim a brilliant blue.

091

MI-092

USS BartlettAmerican
Points: 10
Masts 3 Cargo 4 Base Speed L
Cannons 4S 3L 4S
Ramming cannot eliminate this ship’s masts.
USS Bartlett was part of a fleet that successfully blockaded Confederate ports and then was sent to explore the South Pacific after the Civil War.

092

MI-093

USS BellevueAmerican
Points: 12
Masts 3 Cargo 4 Base Speed L
Cannons 3S 3L 3S
Link: Kodiak
Schooner. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
USS Bellevue crossed the Arctic waters of the Pacific to explore the northern reaches of the Orient before coming south to the Mysterious Islands.

093

MI-094

Septem MariaAmerican
Points: 10
Masts 2 Cargo 2 Base Speed L
Cannons 3L 3L
This ship gets +1 to her cannon rolls against any ship.
The captain of the “Seven Seas” is a scholar trained in the classics who approaches each battle as if he were writing it up for a history of maritime warfare.

094

MI-095

TombstoneAmerican
Points: 7
Masts 2 Cargo 3 Base Speed L
Cannons 4S 4L
Once per turn, this ship may look at one face-down cargo on any ship.
Her crew hastily assembled in California before setting out for the Islands, the Tombstone is crewed by outlaws who have spent more time on horseback than on the deck of a ship.

095

MI-096

Captain Montana MaysAmerican
Points: 7
Link: USS Lamon
This ship gets +1 to her boarding rolls. Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action.
When an American appeared in San Francisco Bay standing on the deck of a captured “submarine,” a hero was born. May now “owns” the western coast of the United States, and with a submarine at his disposal, Manifest Destiny may take root in the Pacific.

096

MI-097a

Shinji SmithAmerican
Points: 5
Link: USS Paladin
This ship can shoot at submerged ships within S of her.
A native of one of the Mysterious Islands, Shinji was traded like a possession from Nemo to Gustov to Chelios before he escaped to Hawaii, where Mays found him.

097a

MI-097b

KodiakAmerican
Points: 5
Link: USS Bellevue
This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster.
This huge Alaskan native is rumored to be blessed by the gods of the sea. Legend has it that his aim is so perfect that he once killed a whale using only a single spear.

097b

MI-098

Firepot SpecialistAmerican
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll one d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

098

MI-099

Bad Plans
Points:
When this ship rolls for effect at a mysterious island, subtract 1 from the die roll result.

099

MI-100

Nemo’s Charts
Points:
When this ship rolls for effect at a mysterious island, add 2 to the die roll result.

100

MI-101

Enemy of the State
Points:
This ship gains the Mercenary keyword.

101

MI-102

Luddite’s Revenge
Points:
The rank of each of this ship’s cannons is increased by 1. Remove Luddite’s Revenge from the game when this ship succeeds at a shoot action.

102

MI-103

Metal Hull
Points:
This ship’s base move becomes S and enemy ships must roll a 6 to hit her. If this ship is hit, remove Metal Hull from the game.

103

MI-104

Mines
Points:
Load this treasure face down. Reveal it when target enemy ship moves within S of this ship. Choose and eliminate one mast from the target at the end of her move. Remove Mines from the game.

104

MI-105

Power Cannons
Points:
The range of each of this ship’s cannons becomes 2 L. Remove Power Cannons from the game when this ship succeeds at a shoot action.

105

MI-106

Periscope
Points:
Load this treasure face down. Reveal it when this ship is given a move or shoot action; any one target enemy ship cannot use any crew or ship abilities this turn. Remove Periscope from the game.

106

MI-107

Screw Engine
Points:
Load this treasure face down. When this ship is given a move action, you may reveal Screw Engine; this ship can move twice. Remove Screw Engine from the game.

107

MI-108

Targeting Scope
Points:
Load this treasure face down. When this ship is given a shoot action, you may reveal Targeting Scope; one of this ship’s cannons automatically hits an enemy ship within range. Remove Targeting Scope from the game.

108

MI-109

CaptainMercenary
Points: 3
This ship may move and shoot using the same move action.

109

MI-110

CaptainPirate
Points: 3
This ship may move and shoot using the same move action.

110

MI-111

CaptainEnglish
Points: 3
This ship may move and shoot using the same move action.

111

MI-112

CaptainSpanish
Points: 3
This ship may move and shoot using the same move action.

112

MI-113

CaptainFrench
Points: 3
This ship may move and shoot using the same move action.

113

MI-114

CaptainAmerican
Points: 3
This ship may move and shoot using the same move action.

114

MI-115

ExplorerMercenary
Points: 1
This ship may dock and explore a wild island using the same move action.

115

MI-116

ExplorerPirate
Points: 1
This ship may dock and explore a wild island using the same move action.

116

MI-117

ExplorerEnglish
Points: 1
This ship may dock and explore a wild island using the same move action.

117

MI-118

ExplorerSpanish
Points: 1
This ship may dock and explore a wild island using the same move action.

118

MI-119

ExplorerFrench
Points: 1
This ship may dock and explore a wild island using the same move action.

119

MI-120

ExplorerAmerican
Points: 1
This ship may dock and explore a wild island using the same move action.

120

MI-121

MusketeerMercenary
Points: 3
This ship gains one rank 3 with S range cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).

121

MI-122

HelmsmanMercenary
Points: 2
This ship gets +S to her base move.

122

MI-123

HelmsmanPirate
Points: 2
This ship gets +S to her base move.

123

MI-124

HelmsmanEnglish
Points: 2
This ship gets +S to her base move.

124

MI-125

HelmsmanSpanish
Points: 2
This ship gets +S to her base move.

125

MI-126

HelmsmanFrench
Points: 2
This ship gets +S to her base move.

126

MI-127

HelmsmanAmerican
Points: 2
This ship gets +S to her base move.

127

MI-128

CannoneerMercenary
Points: 2
Once per turn, one of this ship’s cannons may shoot again if it misses.

128

MI-129

OarsmanMercenary
Points: 1
If derelict, this ship gains a base move of S. This crew takes up no cargo space.

129

MI-130

ShipwrightMercenary
Points: 2
This ship may repair at sea or at any island.

130

MI-131

Chainshot SpecialistMercenary
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a chainshot at a target within S of her. You must declare which cannon will shoot the chainshot before rolling the d6. If the chainshot hits, do not eliminate a mast; instead, the target cannot move on her next turn.

131

MI-132

Smokepot SpecialistMercenary
Points: 3
Once per turn when this ship is given a shoot action, you may declare that one of her cannons is shooting a smokepot instead of a cannon; you do not need to target a ship. Simply place the center of a fog bank within S of this ship; it may not touch an island or any ship docked at an island. Remove the fog bank at the beginning of your next turn.

132

MI-133

Stinkpot SpecialistMercenary
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a stinkpot at a target within S of her. You must declare which cannon will shoot the stinkpot before rolling the d6. If the stinkpot hits, do not eliminate a mast; instead, the target’s crew cannot use their abilities on the target’s next turn.

133

MI-134

CadaraMercenary
Points: 14
Masts 5 Cargo 0 Base Speed S+S
Cannons 3S 3S 2L 3S 3S
Sea Monster. This sea monster can attack submerged submarines.
Cadara is a Kraken so large that when it sits near the surface it has been mistaken for an island.

134

MI-135

ShaihuludMercenary
Points: 13
Masts 4 Cargo 0 Base Speed S+L
Cannons 2L 2S 2S 2S
Sea Monster. This sea monster can attack submerged submarines.
Shaihulud is a large and ancient creature widely believed to have come from another world.

135

MI-136

Queen Teresa PavonMercenary
Points: 6
Ex-patriot. This ship may move and shoot using the same move action. Once per turn, one of this ship’s cannons may shoot again if it misses.
When she was born the high priest in her village had a dream - that Teresa Pavon would be the Queen that brought back the Mayan Civilization to it's hights. A chance meeting with Nemo led her to beleive that the modern technology was the means to reach glory and power she is destined to wield.

136

MI-137

Nemo's Plans
Points:
This treasure can’t be removed from this ship unless she sinks. Any other unique treasure aboard this ship that would be removed from the game after it is used remains aboard; it can be reused or continues to function.

137

MI-138

Tasmanian DevilMercenary
Points: 14
Masts 4 Cargo 2 Base Speed S+L
Cannons 4L 4L 4L 4L
Mercenary. This ship gets +1 to her cannon rolls against any ship.
These prisoners overthrew the original crew and declared themselves independent from all governments - and the fools who are loyal to them.

138

MI-139

RevolutionMercenary
Points: 13
Masts 4 Cargo 3 Base Speed L
Cannons 3S 3L 3L 3S
Mercenary. Once per turn, you may reroll any die roll you made for this ship; you must use the second die roll result.
Led by Bennett, a freed pirate captain, the crew of the Revolution instigate raids against all who stand in their path to worldwide anarchy.

139

MI-140

Empty SkyPirate
Points: 12
Masts 4 Cargo 5 Base Speed S
Cannons 3S 2S 2S 3S
Crew of any nationality may use their abilities on this ship.
Captain Hart and his crew of pirates believe in two things: gold will make you happy and rum will make you even happier.

140

MI-141

IndependenceAmerican
Points: 14
Masts 4 Cargo 3 Base Speed L
Cannons 2L 2S 2S 2L
This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a submarine.
Led by a private man-of-war from Boston, the crew of the Independence have been trained to attack the metal ships that have plagued the eastern seaboard.

141

MI-200

CorcoranMercenary
Points: 10
Masts 2 Cargo 3 Base Speed S+L
Cannons 4S 4S
Mercenary. This ship can shoot at submerged submarines within S of her.
The Corcoran came to the Mysterious Isles in search of the many monsters in their waters, but are the crew are happy to use their 'sea bombs' on ships as well.

200

MI-201

MunchhausenMercenary
Points: 11
Masts 2 Cargo 4 Base Speed L
Cannons 3L 4L
Mercenary. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
The crew of the Munchhausen claim it was once commanded by the Baron of the same name, where he discovered one of the Mysterious Isles was made of cheese.

201

MI-202

BatuwaraMercenary
Points: 12
Masts 2 Cargo 3 Base Speed L
Cannons 3S 3S
Mercenary. After this ship resolves a shoot action, she may move as a free action.
Captain Smith credits the speed of his ship to a single member of his crew, a native shaman who claims to be able to control the winds.

202

MI-203

BragiPirate
Points: 9
Masts 2 Cargo 2 Base Speed S+S
Cannons 3L 3S
This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a submarine.
The Bragi is crewed by Viking-descended Norsemen who set sail to explore the Mysterious Isles on the far side of the world.

203

MI-204

HMS GlobeEnglish
Points: 9
Masts 2 Cargo 2 Base Speed L
Cannons 3S 3L
This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a submarine.
Captain Sherman volunteered for the voyage to the Mysterious Isles in hopes of finding a legendary diamond mine said to be hidden beneath a volcano.

204

MI-205

USS MohicanAmerican
Points: 10
Masts 2 Cargo 2 Base Speed S+S
Cannons 2S 3S
This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a submarine.
After proving herself against pirates along the African and Brazilian coast, the Mohican was sent to help open the waters of the south Pacific to American ships.

205

MI-206

Le Renard qui VoleFrench
Points: 7
Masts 1 Cargo 1 Base Speed S+S+S
Cannons 2S
This ship can shoot at submerged ships within S of her.
Shipwrecked in Manila, the French crew of the "Flying Fox" spent two years building the ship and named her for the enormous bats in the area.

206

MI-207

DeepwaterPirate
Points: 7
Masts 1 Cargo 2 Base Speed L
Cannons 4S
This ship can shoot at submerged ships within S of her.
Due to their fascination with black powder and explosions, the captain and many of the crew of the Blackwater are nearly deaf.

207

MI-208

GuimarSpanish
Points: 8
Masts 1 Cargo 3 Base Speed S+S
Cannons 3S
This ship can shoot at submerged ships within S of her.
The Güímar's French crew was stunned to find pyramids in the Mysterious Isles similar to those in the town for which their ship was named.

208

MI-209

Le JongleurMercenary
Points: 11
Masts 1 Cargo 3 Base Speed L
Cannons 4S
Mercenary. This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
Once a French galley, the Jongleur was captured by mercenaries when it ran aground on the shores of Van Diemen's Land.

209

MI-210

HannoMercenary
Points: 8
Masts 1 Cargo 2 Base Speed L
Cannons 2S
Mercenary. This ship gets +1 to her boarding rolls.
The masthead of the Hanno is a carving of the ancient explorer and navigator of the same name, guiding the ship through the treacherous waters of the Mysterious Isles.

210

MI-211

PhlegyasMercenary
Points: 11
Masts 1 Cargo 2 Base Speed S+S
Cannons 3L
Mercenary. This ship can’t be shot at by ships within S of her.
On the Phlegyas, the names of those who fall in battle are carved into its masts, and their spirits are said to protect the ship.

211

MI-212

HMN RumbarrelPirate
Points: 8
Masts 1 Cargo 2 Base Speed L
Cannons 3L
Mercenary. This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a submarine.
Her Majesty's Nightmare Rumbarrel is crewed by rowdy pirates feared by English sailors and weak-willed innkeepers around the world.

212

MI-213

HMS Obsidian SunEnglish
Points: 9
Masts 1 Cargo 2 Base Speed L
Cannons 2L
Mercenary. This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a submarine.
Filled with treasure, the Obsidian Sun was given by the Chinese emporer to Ambassdor Fogg after he rescued the emporer's kidnapped mother from Robur.

213

MI-214

Sea StormMercenary
Points: 12
Masts 1 Cargo 2 Base Speed S+S
Cannons 2S
Mercenary, Turtle Ship. If this ship succeeds at a boarding party, she may eliminate all of the other ship’s crew.
The Sea Storm prefers to waylay European ships travelling the sea routes between the African coast and Asia.

214

MI-215

Seven BrothersMercenary
Points: 12
Masts 1 Cargo 4 Base Speed S
Cannons 2S
Mercenary, Turtle Ship. If this ship wins a boarding party, she may take as much treasure from the other ship as she wants, up to her available cargo space.
On the day it set sail, omens said the Seven Brothers would not return to port until its holds had been filled with gold a hundred times.

215

MI-216

Divine DragonMercenary
Points: 7
Masts 1 Cargo 2 Base Speed L
Cannons 2S
Mercenary, Turtle Ship. On the turn this ship is pinned, eliminate one crew and one mast from the rammed ship.
The Chinese sailors aboard the Divine Dragon claim that when their ship rams another, their golden dragon masthead will come to life and fight for them.

216

MI-217

Silver CurrentMercenary
Points: 9
Masts 1 Cargo 2 Base Speed S+S
Cannons 3S
Mercenary, Turtle Ship. This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a submarine.
The captain of the Silver Current is called the "Mountain of Wealth" and has brought untold riches to her crew in Chinese ports.

217

MI-300

USS MercuryAmerican
Points: 16
Masts 3 Cargo 4 Base Speed L
Cannons 2L 2L 2L
Submarine. This ship ignores the first hit she takes each turn as long as she has all of her hull pieces.
The Mercury is the first American "war submersible" made using plans from the captured ship Lamon by Montana Mays and revised by Admirals from Annaloplis.

300

MI-301

SlipstreamMercenary
Points: 12
Masts 2 Cargo 3 Base Speed L
Cannons 3L 3L
Link: Thane Hartless
Submarine. Mercenary. Crew of any nationality may use their abilities on this ship.
The least seen of Nemos "children" the Slipstream spends more of her time exploring the oceans of the world than with dealing with the man and his follies.

301

MI-302

Thane HartlessMercenary
Points: 5
Link: Slipstream
Ex-patriot. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
The only "submersible" captain that openly recruits crew and allows crew to leave when they want. Because of that policy Thane has become an outcast of the other outcasts. Nemo has shunned him and Gustov would like him dead, but Thane has became the friend of sailors looking toward the future.

302

MI-303

Abandoned Crew
Points:
When placing treasure, you may place one or more of these crew rather than a treasure, on a one-for-one basis; you must still place the required value of gold. These crew may use their abilities on any ship. Follow all other treasure-placement and crew rules.

303

MI-304

LockerCursed
Points: 13
Masts 3 Cargo 3 Base Speed L
Cannons 3S 4S 4S
Link: Edward Low
Submarine. If this ship succeeds at a boarding party, she may eliminate all of the other ship's crew.
Few know that the stories told of Davy Jones' Locker are true-and more nightmarish than can be imagined. The damned crew of this ship exist only to cause fear and spread death to those who sail above the waves.

304

MI-305

PyreCursed
Points: 14
Masts 2 Cargo 3 Base Speed L
Cannons 3S 3S
Submarine. Ghost Ship.
Davy Jones handpicked the crew of the Pyre.They are all ghost who were victims of torture and imprisonment and who now want only one thing: revenge on those who took their lives.

305

MI-306

Edward LowCursed
Points: 8
Link: Locker
If an enemy ship is within S of this ship you can use this ship's action for the turn to try to possess a target crew on that ship. Roll a d6, on a result of 6, the target is immediately assigned to this ship. Its nationality changes to match the nationality of this ship.
It was with the most sinister joy that Davy Jones reanimated Edward Low. Low was the worst of the pirates, a murderer, torturer, and vile human being who lived to see others suffer. Low was tasked with gathering the first of the Cursed crew, and he now commands the Locker.

306

MI-307

Gem of Hades
Points:
This ship and all crew on her become part of The Cursed faction.

307

FZN-001

BeowulfViking
Points: 13
Masts 3 Cargo 4 Base Speed L
Cannons 3S 3L 3L
Link: Sigurd Andersen
Icebreaker. This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster.
This modern and magnificent vessel, under the command Sigurd Andersen, is the flagship and the pride of the new Viking fleet.

001

FZN-002

WiglafViking
Points: 13
Masts 3 Cargo 4 Base Speed L
Cannons 3L 3L 3L
This ship gets +1 to her cannon rolls against the Cursed.
The Wiglaf’s crew named their vessel for the famed Swedish dragon-slayer, and they draw from his strength as they hunt the Cursed.

002

FZN-003

HruntingViking
Points: 17
Masts 3 Cargo 3 Base Speed L
Cannons 2S 2S 2S
Longship. This ship may dock at an enemy home island and load up to two treasures. If able, she must leave on your next turn.
Eling the Bear has trained his crew to infiltrate enemy ports, and then get out quickly enough to live to pillage another day.

003

FZN-004

NaeglingViking
Points: 18
Masts 3 Cargo 3 Base Speed L
Cannons 2L 2L 2L
Longship. If this ship shoots at a ship that was previously shot at by another ship this turn, she gets +1 to her cannon rolls against that ship this turn.
Johann One-Eye has learned that preying on the wounded is easier than attacking the strong.

004

FZN-005

HuginnViking
Points: 15
Masts 3 Cargo 3 Base Speed L
Cannons 2S 2L 3S
Longship. On the turn this ship is pinned, eliminate one crew from the enemy ship.
Wulfsmasher has been charged with training future berserkers, so the warriors aboard his ship fight only when provoked.

005

FZN-006

MuninnViking
Points: 18
Masts 3 Cargo 3 Base Speed S+S
Cannons 2L 3L 3L
Longship. After this ship resolves a shoot action, she may move as a free action.
After having plied the waters of the frigid north for so long, Warlord Lunt’s crew are experts in the art of deftly maneuvering through ice.

006

FZN-007

AsgardViking
Points: 17
Masts 3 Cargo 4 Base Speed L
Cannons 2L 3S 3S
Link: Shayna Duex
Longship. If this ship wins a boarding party, she may take as much treasure from the other ship as she can carry.
Named for the home of the gods themselves, the Asgard was designed from bow to stern to carry plunder and win glory.

007

FZN-008

HrothgarViking
Points: 16
Masts 3 Cargo 4 Base Speed S+S
Cannons 3S 3S 3S
Longship. This ship gets +1 to her boarding rolls against sea monsters.
The Hrothgar’s crew have sworn a blood oath to protect Scandinavian shipping from all threats—especially those that lurk beneath the surface.

008

FZN-009

GrendelViking
Points: 15
Masts 2 Cargo 4 Base Speed S+L
Cannons 2L 2L
This ship gets +1 to her boarding rolls against the Cursed. As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.
Sailors aboard the Grendel are regarded as wild and bloodthirsty, and ships will add weeks to their journeys just to avoid them.

009

FZN-010

WodinViking
Points: 18
Masts 2 Cargo 5 Base Speed L
Cannons 2L 3S
Longship. If this ship wins a boarding party, she may capture the crew with the highest point cost instead of eliminating it. A captured crew becomes cargo worth its point cost in gold when unloaded at your home island.
War leader Mimir has trained his crew to look out for enemy dignitaries, having made his name by ransoming captains, dukes, and kings.

010

FZN-011

DonarViking
Points: 13
Masts 2 Cargo 4 Base Speed S+S
Cannons 3S 4S
Longship. L-range cannons cannot hit this ship.
The Donar’s sails are emblazoned with a giant hammer, which the crew insists protects the ship from harm.

011

FZN-012

FreyaViking
Points: 14
Masts 2 Cargo 5 Base Speed S
Cannons 4S 4L
Link: Skuld Blood-Axe
Longship. Crew of any nationality may use their abilities on this ship.
Like their warlord, Skuld Blood-Axe, the crew of the Freya live only for the glory of battle, and will accept any sailor willing fight.

012

FZN-013

FenrirViking
Points: 16
Masts 2 Cargo 4 Base Speed L
Cannons 3L 4L
Longship. This ship may dock at an enemy home island and load up to two treasures. If able, she must leave on your next turn.
Taking their cues from the myths of old, sailors aboard the Fenrir steal other nations’ treasures in the hope of provoking Ragnorak.

013

FZN-014

SleipnirViking
Points: 12
Masts 1 Cargo 3 Base Speed S+S
Cannons 2S
Longship. When this ship carries no cargo, she gets +S to her base move.
Like the horse for which she is named, the Sleipnir always seems to run faster when unburdened.

014

FZN-015

LokiViking
Points: 14
Masts 1 Cargo 3 Base Speed L
Cannons 2S
Longship. This ship may dock at an enemy home island and load up to two treasures. If able, she must leave on your next turn.
Often the only evidence left after the Loki visits a port are empty storage rooms and more than a few blushing women.

015

FZN-016

ValkyrieViking
Points: 12
Masts 1 Cargo 4 Base Speed L
Cannons 3L
Longship. This ship gets +1 to her cannon rolls against the Cursed.
Captain Thorfinn lost an eye, a leg, and his family to the Cursed, and has sworn never to rest until every last monster has been destroyed.

016

FZN-017

RagnarokViking
Points: 13
Masts 1 Cargo 3 Base Speed L
Cannons 3S
Longship. If this ship succeeds at a boarding party, she may eliminate all of the other ship’s crew.
Berserkers aboard the Ragnorak prefer to keep the old ways, using axes instead of rapiers—and leaving no survivors.

017

FZN-018

HlidskjalfViking
Points: 13
Masts 1 Cargo 2 Base Speed S+L
Cannons 3S
Longship. This ship cannot be shot at by ships within S of her.
The Hlidskjalf drafts so low that she rides the waves like a piece of driftwood, making her almost impossible to hit at close range.

018

FZN-019

YggdrasilViking
Points: 12
Masts 1 Cargo 2 Base Speed L
Cannons 2L
Longship. Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.
Captain Soren innovated a vile mix of grapeshot and regular shot, which his crew now uses with deadly accuracy.

019

FZN-020

Sigurd AndersenViking
Points: 6
Link: Beowulf
Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship in your fleet may be given two actions that turn. This ship gets +1 to her cannon rolls against the Cursed.
As if a scion of the Norse gods themselves, Sigurd Andersen commands legions of sailors by appealing to their common Viking heritage. Some have said he has another mission: ridding the world of the Cursed and their demons and monsters.

020

FZN-021

Shayna DeuxViking
Points: 6
Link: Asgard, Lars Valgard
This ship may move and shoot using the same move action. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
Seemingly a valkyrie taken human form, Shayna Duex is one of the faces of the new Viking warrior. She has defied the odds to become one of the most feared captains in the Frozen North, skilled at taking on large fleets of ships and coming away with their gold.

021

FZN-022

Skuld Blood-AxeViking
Points: 7
Link: Freya
If this ship succeeds at a boarding party, choose two of the following: eliminate a crew, take a treasure, or eliminate a mast.
Petr Skuld was a captain of a small ship before his fateful meeting with Andersen. From then on he became a man possessed with a new mission, calling himself a berserker warlord and pledging his allegiance to the new Vikings.

022

FZN-023

Olof LinstromViking
Points: 6
Marine.
Linstrom watched as a sea serpent destroyed a vessel within sight of his fishing village. He vowed to someday have the beast’s heart, so he learned both the harpoon and the bow to assault the unholy creature from range.

023

FZN-024

Grim the SavageViking
Points: 6
This ship may dock at an enemy home island and take as much treasure as she can carry. If able, she must leave on your next turn.
Grim was a pirate who sailed with Calico Cat before she disappeared. He decided that it was more fun to attack a port than a ship (after all, ports don’t move), so he allied himself with a crew of port-raiding Vikings.

024

FZN-025a

Ethan the FarseekerViking
Points: 4
Link: All Viking ships
This ship ignores terrain, except icebergs, when she is given a move action (islands are not terrain). Once per turn, if this ship is within S of an island, you may mark the island as explored without docking at it. The island becomes unexplored in regards to all other players.
Convinced that passages exist through the northern ice floes to China and Japan (as well as to the internal lands of North America and Russia), Ethan was named The Farseeker by Andersen and given the right to any ship he needs to prove his theories.

025a

FZN-025b

Lars ValgardViking
Points: 5
Link: Shayna Deux
When another face-up crew on this ship would be eliminated, turn it face down instead.
Lars Valgard protects Shayna Duex. No one knows why, including Shayna. He just showed up and claimed that he was sent to protect her. Since that day he has fought by her side and protected her from mutinous crew, Cursed minions, and ships of the line.

025b

FZN-026

Firepot SpecialistViking
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll one d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

026

FZN-027

StoneheartPirate
Points: 13
Masts 5 Cargo 4 Base Speed L
Cannons 4L 4L 4L 4L 4L
Link: Vlad the Iceblood
Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
As strong as she is powerful, the Stoneheart has carved a name for herself in the Frozen North by being as ruthless as the ice itself.

027

FZN-028

Diamond StrikePirate
Points: 14
Masts 4 Cargo 4 Base Speed L
Cannons 3S 3S 3S 3S
This ship gets +1 to her cannon rolls against any non-Pirate ship. Once per turn, you may eliminate one of this ship’s crew to give her an extra action.
Captained by a crusty old sailor who calls himself “Old Joe,” the Diamond Strike wages a private war against those who would destroy the freedoms of her crew.

028

FZN-029

Jaguar's SpiritPirate
Points: 12
Masts 4 Cargo 3 Base Speed S+S
Cannons 3L 3L 3L 3L
If this ship shoots at a ship that was previously shot at by another ship this turn, she gets +1 to her cannon rolls against that ship this turn.
The Jaguar’s Spirit is crewed by the descendants of Mayan villagers who fled the Spanish Main hundreds of years ago.

029

FZN-030

GruesomePirate
Points: 11
Masts 4 Cargo 3 Base Speed S+S
Cannons 2S 2S 3S 4S
Schooner. Once per turn, this ship may randomly take one treasure from any ship she touches.
The crew of the Gruesome have decked out their ship to look like a Cursed vessel in order to distract potential targets while stealing their plunder.

030

FZN-031

White RosePirate
Points: 15
Masts 4 Cargo 5 Base Speed S+L
Cannons 2S 3L 3L 3L
Schooner. This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.
Captain Wordsworth resigned his commission in England’s navy for a life of crime, turning his keen planning skills to nefarious ends.

031

FZN-032

Poison DaggerPirate
Points: 10
Masts 3 Cargo 3 Base Speed L
Cannons 3S 3S 3S
This ship gets +1 to her boarding rolls.
The Poison Dagger is so named because her crew are known to smear a foul substance on their weapons before attacking other ships.

032

FZN-033

Devil's KissPirate
Points: 10
Masts 3 Cargo 3 Base Speed L
Cannons 4S 3L 3L
This ship ignores terrain when she is given a move action (islands are not terrain).
Rumor has it that Calico Cat once owned the Devil’s Kiss, and that she sailed it to places no ship has been before or since.

033

FZN-034

Plague of the NorthPirate
Points: 8
Masts 2 Cargo 3 Base Speed S+S
Cannons 3L 3L
Link: Gunner
This ship gets +1 to her cannon rolls against Viking ships.
Captain Stone taught his gunners the vulnerable points of longship design.

034

FZN-035

Full MoonPirate
Points: 9
Masts 2 Cargo 2 Base Speed L
Cannons 2S 2S
This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster.
The Full Moon is crewed by sailors who have survived encounters with sea monsters—and who have sworn to take revenge for what they have lost.

035

FZN-036

ThrudPirate
Points: 15
Masts 2 Cargo 2 Base Speed S+S
Cannons 3S 3S
Longship. This ship may dock at an enemy home island and load up to two treasures. If able, she must leave on your next turn.
The Thrud was once an honest merchant ship, until her crew decided that robbing unsuspecting towns was more lucrative.

036

FZN-037

Ahura MazdaPirate
Points: 5
Masts 1 Cargo 1 Base Speed L
Cannons 4S
One of this ship’s treasures is worth +2 gold when unloaded at your home island.
The Ahura Mazda once sailed the Barbary Coast, but her crew has adapted to a life of crime in the Frozen North.

037

FZN-038a

GunnerPirate
Points: 3
Link: Plague of the North
Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice.
Swept up in the Viking fervor spreading in the north, Gunther “Gunner” Borg became a Viking, but his first encounter with Jack Hawkins showed him that piracy is the way to go.

038a

FZN-038b

Vlad the IcebloodPirate
Points: 4
Link: Stoneheart
This ship ignores terrain, except icebergs, when she is given a move action (islands are not terrain). Once per turn, if this ship is within S of an island, you may mark the island as explored without docking at it. The island becomes unexplored in regards to all other players.
Vlad claims to have navigated the ice floes of the Frozen North to Asia. Of course, he also claims that he is both a secret heir to the Russian throne and the reincarnation of a Viking god. Needless to say, no one believes anything he says.

038b

FZN-039

Firepot SpecialistPirate
Points: 2
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll one d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

039

FZN-040

HMS ShetlandEnglish
Points: 16
Masts 5 Cargo 5 Base Speed S
Cannons 2S 3S 3S 3S 4S
Once per turn, if this ship is touching another ship, she can randomly take as much treasure from the other ship as she can carry.
Admiral Barrett renamed this vessel after England’s latest acquisition from Norway to flaunt England’s military might.

040

FZN-041

HMS OrkneyEnglish
Points: 12
Masts 4 Cargo 2 Base Speed L
Cannons 3S 2L 2L 3S
This ship ignores the first hit she takes each turn as long as she has all of her masts.
HMS Orkney is made of the sturdiest Scottish hardwood and has survived full broadsides with nary a scratch.

041

FZN-042

HMS RoyalEnglish
Points: 13
Masts 4 Cargo 3 Base Speed L
Cannons 3S 2L 2L 3S
This ship gets +1 to her cannon rolls against any non-English ship.
Prince Harry once stowed away on HMS Royal for an adventure at sea, where he distinguished himself as a fine sailor in the English tradition.

042

FZN-043

HMS HastingsEnglish
Points: 12
Masts 4 Cargo 4 Base Speed L
Cannons 4S 3L 3L 3S
If this ship has a Captain crew, she gets +1 to her cannon rolls.
HMS Hastings has circumnavigated the globe four times, and has seen nearly every corner of the world.

043

FZN-044

HMS DurhamEnglish
Points: 11
Masts 3 Cargo 4 Base Speed S+S
Cannons 3L 3L 3L
Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
Captain Griffin’s crack crew of gunners have won battles in which they were vastly outnumbered and outgunned.

044

FZN-045

HMS Duke of YorkEnglish
Points: 13
Masts 3 Cargo 3 Base Speed L
Cannons 2L 2L 2L
Broadsides Attack.
HMS Duke of York sails the seas between England and Scandinavia, protecting England from the Viking threat.

045

FZN-046

HMS GranvilleEnglish
Points: 13
Masts 3 Cargo 2 Base Speed L
Cannons 3S 2S 3S
Link: Sir Jeremy Rothschild
Icebreaker. On the turn this ship is pinned, eliminate one crew and one mast from the enemy ship.
HMS Granville was recommissioned and outfitted as an icebreaker in England’s attempt to find the Northwest Passage.

046

FZN-047

HMS YardbirdEnglish
Points: 8
Masts 2 Cargo 4 Base Speed L
Cannons 4S 4L
This ship may unload cargo at your home island if she’s within S of it.
HMS Yardbird is crewed by former American Confederates who fled to England rather than rejoin the Union.

047

FZN-048

HMS KirkwallEnglish
Points: 8
Masts 2 Cargo 2 Base Speed S+L
Cannons 3S 4S
Once per turn, if this ship is within S of an island, you may mark the island as explored without docking at it. The island becomes unexplored in regards to all other players.
Captain Avalon has trained HMS Kirkwall’s young crew to fend for themselves during their long sea voyages.

048

FZN-049

HMS TweedEnglish
Points: 10
Masts 1 Cargo 2 Base Speed S+S
Cannons 2L
L-range cannons cannot hit this ship.
HMS Tweed is a marvel of naval engineering, so small that she practically disappears into the waves.

049

FZN-050a

Peter MilesEnglish
Points: 6
Once per turn, if this ship is touching another ship, she can randomly take as much treasure from the other ship as she can carry.
The new breed of English sailor—captain and businessman—Miles sees the oceans of the world as nothing more than trade routes under the control of the world’s greatest navy. Thus it seems fitting that all gold should flow into his hoppers.

050a