| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Faction | # | count | Rarity | Type | Name | Point Cost | Masts | Cargo | Base Move | Cannons | Link | Ability | Flavor Text | Treasure Values | |||||||||||||
3 | Cursed | 003 | 001 | Uncommon | Ship | Maman Brigitte | 12 | 4 | 5 | S | 5S-4S-4S-5S | Once per turn, if this ship is touching another ship, reveal all face-down treasure aboard the other ship. This ship can take as much unique treasure from the other ship as she can carry. | As any crewman aboard the Maman Brigitte can attest, death is merely a minor setback in the eternal search for gold and plunder. | |||||||||||||||
4 | Cursed | 004 | 002 | Uncommon | Ship | Juggernaut | 14 | 4 | 3 | L | 2L-2L-3L-4L | Schooner. This ship gets +1 to her boarding rolls. | The Juggernaut’s crew claim they are Roman soldiers damned to spend an eternity in the service of a forgotten god, reveling forever in the glory of slaughter. | |||||||||||||||
5 | Cursed | 005 | 001 | Rare | Ship | Maxehebel | 15 | 4 | 0 | L | 2L-2S-2S-3S | Sea Monster. After this sea monster resolves a shoot action, it may move as a free action. | Maxehebel is notorious for his deadly speed and has destroyed entire fleets with his seemingly bottomless rage. | |||||||||||||||
6 | Cursed | 006 | 001 | Uncommon | Ship | Brachyura | 18 | 4 | 2 | S+S | 3L-3L-3L-3L | Titan. This titan ignores the first hit it takes each turn as long as it has all of its segments. | This ancient creature is responsible for the destruction of entire ancient cities, and has now turned its attention to annihilating ships that encroach upon its territory. | |||||||||||||||
7 | Cursed | 007 | 005 | Uncommon | Ship | Guinee | 12 | 3 | 4 | S | 3S-3S-3S | Once per turn, one crew or ship within S of this ship cannot use its ability that turn. | Literally a repository for souls who died on the ocean, the Guinee is a sinkhole of evil that drains the will to live from those she encounters. | |||||||||||||||
8 | Cursed | 009 | 003 | Common | Ship | Nightmare | 13 | 3 | 5 | S | 2S-3S-4S | Schooner. If this ship wins a boarding party, she may take as much treasure from the other ship as she can carry. | It is said this ship is captained by none other than Baron Samhedi himself, who has taken a human form to experience the pleasures of the flesh. | |||||||||||||||
9 | Cursed | 010 | 001 | Common | Ship | Death Wind | 11 | 3 | 4 | S | 3L-3L-4L | Junk. Once per turn, this ship may randomly take one treasure from any ship she touches. | Some members of the Jade Rebellion sold their souls to evil powers rather than capitulate to the imperialists, and continue their fight forever marked by their decision. | |||||||||||||||
10 | Cursed | 011 | 002 | Common | Ship | Strix | 10 | 2 | 2 | L | 2L-3L | This ship gets +1 to her cannon rolls against Pirate ships. | Pirates everywhere fear the Strix, and say she is crewed entirely by the spirits of former pirate hunters. | |||||||||||||||
11 | Cursed | 012 | 001 | Common | Ship | Jikininki | 13 | 2 | 0 | L+S | 2L-2S | If this ship succeeds at a boarding party, she may eliminate all of the other ship’s crew. | When the crew of the Jikininki boards an enemy ship, they kill anyone they cannot put in their cookpots and eat. | |||||||||||||||
12 | Cursed | 015 | 001 | Common | Ship | Sea Rat | 10 | 2 | 5 | L | 5S-5S | Junk. This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn. | The Sea Rat’s crew all appear to be a hundred years old, but move with the speed and efficiency of men in the prime of their lives. | |||||||||||||||
13 | Cursed | 016 | 004 | Rare | Crew | Davy Jones | 12 | All Cursed ships | Limit. Once per turn, roll a d6. On a 1–4, you may give this ship an extra action; on a 5, you may give any ship you control an extra action; on a 6, you may give an enemy ship an action. | As his power grows and his minions cause more destruction, Jones has begun his second wave of terror, one that will take his power beyond the edge of the oceans themselves—setting him up to rule the seas once and for all! | ||||||||||||||||||
14 | Cursed | 018 | 005 | Common | Crew | El Fantasma | 5 | Divine Dragon | 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. | After replacing the Wraith as Davy Jones’ second-in-command, El Fantasma has set out to recruit the most bloodthirsty crew from the four corners of the world. He cares not if they are alive or dead—only that they will do his bidding. | ||||||||||||||||||
15 | Cursed | 019a | 003 | Common | Crew | Cavendish | 3 | Crew of any nationality may use their abilities on this ship. | Stabbing his own English patriots in the back, Cavendish joined with rebellious warlords and then attacked his former mates. When he was offered even more influence from Davy Jones, he turned all the warlords over to him, dead or alive. Cavendish’s only true allegiance is to power. | |||||||||||||||||||
16 | Cursed | 019b | 003 | Common | Crew | Musketeer | 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). | ||||||||||||||||||||
17 | Cursed | 020a | 003 | Common | Crew | Cannoneer | 2 | Once per turn, one of this ship’s cannons may shoot again if it misses. | ||||||||||||||||||||
18 | Pirate | 020b | 003 | Common | Crew | Musketeer | 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). | ||||||||||||||||||||
19 | Cursed | 021 | 003 | Uncommon | Crew | Firepot Specialist | 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. | ||||||||||||||||||||
20 | Pirate | 022 | 002 | Rare | Ship | Deliverance | 16 | 5 | 4 | S+L | 3S-3L-3L-3L-3S | Crimson Angel | This ship gets +1 to her cannon rolls against the Cursed. | The Crimson Angel returned to piracy by beating Blackheart at his own game, wagering her own soul for those on the Deliverance. The newly free crew will serve the Angel until they die honorable deaths. | ||||||||||||||
21 | Pirate | 023 | 002 | Rare | Ship | Seleucis | 15 | 5 | 0 | L | 3S-3S-3S-3S-3S | Sea Monster. Give this monster a move action, but do not move it. Move any other sea monster instead. | The pirates who know her claim that Seleucis rose from the brine of the Black Sea, and she now terrorizes ships and lays waste to those who do not respect the sea. | |||||||||||||||
22 | Pirate | 024 | 002 | Uncommon | Ship | Pioneer | 10 | 4 | 3 | L | 3L-3S-3S-3S | Griffin, Empress | English crew may use their abilities on this ship. | No one is sure who captains the Pioneer, though hushed whispers claim that Griffin does. The crew changes from trip to trip; they are mostly English now, but that will likely change again soon. | ||||||||||||||
23 | Pirate | 028 | 002 | Uncommon | Ship | Black Mongoose | 10 | 3 | 3 | S+S | 3L-3L-3L | This ship gets +1 to her cannon rolls against English ships. | Captain Podray built this ship himself and named her after his favorite tavern. He and his crew have a reputation for tactics others consider insane. | |||||||||||||||
24 | Pirate | 029 | 001 | Common | Ship | HMS Rickets | 10 | 3 | 3 | L | 3S-3S-3S | This ship gets +1 to her cannon rolls against any non-Pirate ship. | Captain Dan and the crew of HMS Rickets are known the world over for their excessive rum consumption and their habit of always keeping their cannons loaded. | |||||||||||||||
25 | Pirate | 030 | 004 | Common | Ship | Lady Newport | 9 | 3 | 2 | S+L | 3S-3L-3S | Once per turn, this ship may move S after unloading cargo. | Commodore Brumwell quietly recruited former members of the Jade Rebellion who specialize in smuggling. | |||||||||||||||
26 | Pirate | 032 | 002 | Common | Ship | Cat's Claw | 9 | 2 | 2 | S+S | 3L-3L | Calico Cat | If this ship has a Captain crew, she gets +1 to her cannon rolls. | Calico Cat bristles at having lost her fleet, but stole this merchant vessel and christened her the Cat’s Claw to let her enemies know she’s coming for them. | ||||||||||||||
27 | Pirate | 033 | 002 | Uncommon | Ship | Triton's Bane | 7 | 2 | 3 | L | 3S-4S | Ramming cannot eliminate this ship’s masts. | This ship routinely careens off the coast of Antarctica. Captain Crabtree and his crew believe the cold reinforces the strength of their ship’s hull. | |||||||||||||||
28 | Pirate | 034 | 002 | Uncommon | Ship | Teach | 13 | 4 | 0 | L | 2S-2S | Sea Monster. If this sea monster succeeds at a boarding party, it may eliminate all of the other ship’s crew. | Pirates have nicknamed this gigantic shark after one of their own, and have made him a mascot of sorts. | |||||||||||||||
29 | Pirate | 036 | 001 | Rare | Ship | Proud Tortoise | 7 | 1 | 1 | S+S+S | 3S | Turtle Ship. This ship gets +1 to her cannon rolls against the Cursed. | The Proud Tortoise escaped the fate of many of her sisters, who were stricken by the fell magic of the Cursed. | |||||||||||||||
30 | Pirate | 039 | 004 | Rare | Crew | Crimson Angel | 5 | Deliverance | 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 any non-Pirate ship. | Crimson Angel returned to piracy by beating Blackheart at his own game, wagering her own soul for those aboard the Deliverance. The newly free crew will serve her until they die honorable deaths. | ||||||||||||||||||
31 | Pirate | 041 | 003 | Common | Crew | Griffin | 6 | Pioneer, Empress | 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. | Secretive and mysterious, his face covered by a mask, the Griffin (as his crew calls him) rarely speaks or leaves his ship. He swaps crew at every port so that he leaves no pattern to follow. Yet no one knows who he really is, or what his goals truly are. | ||||||||||||||||||
32 | Pirate | 043 | 002 | Uncommon | Crew | Firepot Specialist | 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. | ||||||||||||||||||||
33 | English | 045 | 003 | Rare | Ship | HMS Victoria | 14 | 5 | 4 | L | 3L-2L-2L-2L-3L | This ship gets +1 to her cannon rolls against Pirate ships. | Known as the “right hand of the Queen,” HMS Victoria is systematically hunting down the last pirates who oppose English trade. | |||||||||||||||
34 | English | 046 | 001 | Rare | Ship | Lusca | 16 | 5 | 0 | S | 3S-3S-2S-3S-3S | Sea Monster. This sea monster gets +1 to its boarding rolls. If it succeeds at a boarding party, it also eliminates a mast. | Carvings of this ancient monster have been unearthed off the coasts of Scotland and Ireland, leading scholars to believe that it is older than history and more evil than anyone can imagine. | |||||||||||||||
35 | English | 047 | 001 | Uncommon | Ship | HMS Dunlap | 11 | 4 | 3 | L | 2S-3S-3S-3S | Schooner. When touching a Pirate ship, this ship may load as much of that ship’s treasure as she can carry. | HMS Dunlap continues her exceptional service to the Crown, looting and pillaging every ship she encounters. | |||||||||||||||
36 | English | 049 | 002 | Common | Ship | HMS Clear Wind | 10 | 3 | 3 | S+S | 3S-3L-3S | 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. | HMS Clear Wind’s crew willingly surrendered to England, and they quietly wait for the day when they can resurrect the Jade Rebellion. | |||||||||||||||
37 | English | 050 | 002 | Common | Ship | HMS King John | 8 | 2 | 3 | L | 2L-2L | When this ship hits another ship, you choose which mast is eliminated. | It is said of both monarch and ship that England is lucky there is only one King John, even though her crew are some of the finest cannoneers England has ever produced. | |||||||||||||||
38 | English | 051 | 002 | Uncommon | Ship | HMS Galway | 7 | 2 | 1 | S+L | 3S-3S | When this ship carries no cargo, she gets +S to her base move. | HMS Galway was built as a fast warship, and her captain prefers to do the shooting and let other ships clean up the mess afterward. | |||||||||||||||
39 | English | 052 | 001 | Common | Ship | HMS Sea Phoenix | 12 | 2 | 4 | L | 2S-3S | Junk. This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn. | HMS Sea Phoenix was pressed into service by France and subsequently captured by England. The only vestiges of her Jade Rebellion roots are her design and name. | |||||||||||||||
40 | English | 055 | 002 | Common | Ship | Sir Meyer Hampstead | 5 | Black Mark. If this ship wins a boarding party, she may take as much treasure from the other ship as she can carry. | Hampstead knows that money—not the Crown—is what keeps the world turning, and he’ll do whatever is necessary to keep that money flowing back to the investors in London. Flags, kings, and courts are all secondary. | |||||||||||||||||||
41 | English | 057a | 002 | Common | Ship | Musketeer | 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). | ||||||||||||||||||||
42 | Spanish | 057b | 002 | Common | Ship | Cannoneer | 2 | Once per turn, one of this ship’s cannons may shoot again if it misses. | ||||||||||||||||||||
43 | English | 058 | 1 missprinted icon | Uncommon | Crew | Firepot Specialist | 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. | ||||||||||||||||||||
44 | Spanish | 059 | 003 | Rare | Ship | El Acorazado | 14 | 5 | 4 | S | 3S-3S-3S-3S-3S | This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster. | El Acorazado was recently discovered rotting away in a Spanish shipyard. She was restored and outfitted with harpoons to battle a different enemy. | |||||||||||||||
45 | Spanish | 060 | 003 | Uncommon | Ship | La Resolucion | 13 | 4 | 3 | L | 2S-2L-2L-2S | This ship gets +1 to her cannon rolls against any non-Spanish ship. | Capitan Ladron, the great-grandson of La Resolucion’s original capitan, and his ship are among the last vestiges of Spain’s former naval glory. | |||||||||||||||
46 | Spanish | 061 | 001 | Uncommon | Ship | El Toro | 15 | 4 | 2 | L | 3L-3L-3L-3L | El Pescador | Titan. Fear. | El Pescador seems to have tamed this horrid creature, and have trained it as a vessel of war. | ||||||||||||||
47 | Spanish | 062 | 005 | Uncommon | Ship | Salte El Tiburon | 12 | 4 | 3 | S | 3S-3L-3L-3S | Schooner. Crew of any nationality may use their abilities on this ship. | Spain’s new policy of open recruitment has given a home to many sailors with nowhere else to go aboard Salte el Tiburon. | |||||||||||||||
48 | Spanish | 064 | 002 | Common | Ship | La Mezquita | 10 | 3 | 5 | S | 4S-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. | Capitan de la Cruz has little time for legalities of trade, and simply uses his influence to rewrite laws that don’t suit his needs. | |||||||||||||||
49 | Spanish | 066 | 002 | Common | Ship | La Reconquistador | 7 | 2 | 2 | L | 2L-2L | Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship. | Crewed by the best Spain has to offer, La Reconquistador continues to fight for Spanish glory, even though others have written it off as a hopeless cause. | |||||||||||||||
50 | Spanish | 067 | 002 | Uncommon | Ship | El Algeciras | 3 | 2 | 1 | S+L | 3S-3L | This ship may never load the last treasure from an island. | Capitan Vencinia has become a victim of his own success, having replaced shrewd negotiating with wastefulness and gluttony. | |||||||||||||||
51 | Spanish | 070a | 001 | Common | Crew | El Pescador | 4 | If a sea monster begins its move within L of this ship, it gets +L to its base move. | El Pescador, “the fisherman,” is able to command the sea creatures that have recently created havoc on the shipping lines. He personally tamed the giant crab El Toro. | |||||||||||||||||||
52 | Spanish | 070b | 001 | Common | Crew | Musketeer | 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). | ||||||||||||||||||||
53 | Spanish | 071 | 001 | Uncommon | Crew | Firepot Specialist | 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. | ||||||||||||||||||||
54 | French | 072 | 001 | Rare | Ship | Le Gaule | 17 | 5 | 4 | S+S | 3S-2S-2S-2S-3S | 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. | Le Gaule’s successful campaign to build French power in the Pacific made her a legend in her time, and the French have now loosed her upon the Cursed. | |||||||||||||||
55 | French | 073 | 001 | Uncommon | Ship | Le Bonaparte | 14 | 4 | 4 | L | 3S-3S-3S-3S | Schooner. This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster. | Le Bonaparte was instrumental in crushing the Jade Rebellion, and has since been refitted to hunt serpents, crabs, and other horrors of the deep. | |||||||||||||||
56 | French | 073 | 002 | Uncommon | Ship | Le Musarde | 13 | 3 | 5 | S | 3S-3L-3S | If this ship wins a boarding party, she may take as much treasure from the other ship as she can carry. | Le Musarde has been seen trading goods with known enemies of France, but somehow continues to raid quite effectively under the French flag. | |||||||||||||||
57 | French | 076 | 003 | Common | Ship | La Bonne Chance | 10 | 3 | 1 | S+S+S | 3S-2L-3S | Junk. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result. | The French found this ship scuttled off the coast of New Guinea. They raised her, crewed her, and then turned her against her former owners. | |||||||||||||||
58 | French | 077 | 005 | Common | Ship | L' Afrique | 7 | 2 | 2 | S+L | 3L-3S | This ship gets +1 to her cannon rolls against Pirate ships. | Having personally sunk more Barbary corsair ships than entire fleets have, Captain Ange now has turned his attention to the last of the pirate element. | |||||||||||||||
59 | French | 076 | 001 | Uncommon | Ship | La Moulin Rouge | 9 | 2 | 2 | L | 2S-3S | This ship gets +1 to her boarding rolls. | Captain Roi named his ship after his favorite place in Paris, although his men secretly loathe the name. | |||||||||||||||
60 | French | 081 | 003 | Rare | Ship | Floating Stone | 6 | 1 | 2 | L | 2S | Turtle Ship. Pirate crew may use their abilities on this ship. | The Floating Stone is France’s experiment in allowing revolutionaries and former members of the Jade Rebellion to try to make amends by fighting for their new masters. | |||||||||||||||
61 | French | 083a | 001 | Common | Crew | Didier Vidal | 2 | Once per turn, this ship may look at one face-down cargo on any ship. | Old Vidal has sailed under the French flag his entire life; he was even born on a ship. Considered by many to be a good-luck charm, Vidal has the uncanny ability to discern a ship’s allegiance, even if she flies a fake flag. | |||||||||||||||||||
62 | French | 083b | 001 | Common | Crew | Musketeer | 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). | ||||||||||||||||||||
63 | French | 084a | 002 | Common | Crew | Cannoneer | 2 | Once per turn, one of this ship’s cannons may shoot again if it misses. | ||||||||||||||||||||
64 | American | 084b | 002 | Common | Crew | Musketeer | 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). | ||||||||||||||||||||
65 | French | 085 | 001 | Uncommon | Crew | Firepot Specialist | 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. | ||||||||||||||||||||
67 | American | 087 | 004 | Uncommon | Ship | USS Kentucky | 11 | 4 | 3 | L | 3S-3S-3S-3S | Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result. | USS Kentucky is an assignment reserved for elite graduates of Annapolis, where they are trained to become future admirals. | |||||||||||||||
68 | American | 088 | 001 | Uncommon | Ship | USS Oregon | 12 | 4 | 4 | S | 3S-3S-3L-3L | Schooner. Once per turn, this ship may move S after loading treasure. | USS Oregon was the United States’ first vessel commissioned on the West Coast, and has become a common sight on the Pacific. | |||||||||||||||
69 | American | 089 | 001 | Uncommon | Ship | Champ | 17 | 4 | 0 | S+S | 3S-3L-3L-3L | Sea Monster. If this sea monster succeeds at a boarding party, it also eliminates one mast. | No one knows how Champ escaped Lake Champlain, or why she seems to attack ships at the behest of American handlers, but no one can deny her destructive power. | |||||||||||||||
70 | American | 090 | 001 | Common | Ship | USS Atlanta | 11 | 3 | 4 | L | 3L-4L-2S | When touching a Pirate ship, this ship may load as much of that ship’s treasure as she can carry. | Captain Adams hunts pirates for his government but keeps their treasure to sell on the black market, making him one of the wealthiest men in the Navy. | |||||||||||||||
71 | American | 091 | 001 | Common | Ship | USS Georgetown | 14 | 3 | 3 | L | 3L-2L-3L | Schooner. L-range cannons cannot hit this ship. | USS Georgetown was nearly sunk exploring the Mysterious Islands, but her captain learned from the experience and now keeps her low in the water as a precaution. | |||||||||||||||
72 | American | 092 | 004 | Common | Ship | USS James Madison | 9 | 2 | 3 | L | 3S-3S | This ship gets +1 to her boarding rolls. | An old but reliable ship, USS James Madison was instrumental in destroying the Jade Rebellion and conducting Commodore Perry into Shanghai. | |||||||||||||||
73 | American | 094 | 002 | Common | Ship | USS Sea Tiger | 9 | 2 | 3 | L | 3L-3L | 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 crew of USS Sea Tiger found it more lucrative to abandon their revolutionary ideals in favor of the lure of American dollars. | |||||||||||||||
74 | American | 097a | 001 | Common | Crew | Master CPO Charles Richard | 6 | This ship may move and shoot using the same move action. This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster. | Promoted at sea when his captain was pulled overboard by a giant tentacle, Master Richard is determined to prepare his “boys” for battles against both the real and unreal threats of the Cursed. | |||||||||||||||||||
75 | American | 097b | 001 | Common | Crew | Cannoner | 2 | Once per turn, one of this ship’s cannons may shoot again if it misses. | ||||||||||||||||||||
76 | American | 098 | 001 | Uncommon | Crew | Firepot Specialist | 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. | ||||||||||||||||||||
77 | UT | 099 | 002 | Rare | Treasure | Message in A Bottle | Immediately dock this ship at the wild island with the fewest treasure coins on it. If there is a tie, your opponent chooses which tied island this ship docks at. | 7,6,5,5,4,3,2,2,1 | ||||||||||||||||||||
78 | UT | 100 | 001 | Rare | Treasure | Dead Man's Chest | This ship can shoot at submerged ships within S of her. | 7,6,5,5,4,3,2,2,1 | ||||||||||||||||||||
79 | UT | 101 | 001 | Rare | Treasure | Driftwood | Load this treasure face down. You may reveal it any time a crew on this ship would be eliminated. Place that crew on the nearest wild island instead. Remove Driftwood from the game. | 7,6,5,5,4,3,2,2,1 | ||||||||||||||||||||
80 | UT | 102 | 001 | Rare | Treasure | Claw Cannon | One of this ship’s cannons becomes a claw cannon (you choose which). When you give this ship a shoot action, you can fire all your other cannons as normal or you can fire the Claw Cannon only. If the Claw Cannon hits, eliminate a mast as normal and then place the target ship next to this ship; you can immediately initiate a boarding party. Neither ship is rammed. | 7,6,5,5,4,3,2,2,1 | ||||||||||||||||||||
81 | UT | 103 | 002 | Rare | Treasure | Homing Beacon | Load this treasure face down. You may reveal it when you give this ship a move action and can draw a straight line (that does not cross a game piece, terrain, or other islands) from this ship’s bow to your home island. Immediately dock this ship at your home island. Remove Homing Beacon from the game. | 7,6,5,5,4,3,2,2,1 | ||||||||||||||||||||
82 | UT | 104 | 002 | Rare | Treasure | Curse of Davy Jones | Sea dragons, sea monsters, and titans get +1 to their cannon rolls against this ship. Curse of Davy Jones cannot be unloaded from this ship. | 7,6,5,5,4,3,2,2,1 | ||||||||||||||||||||
83 | UT | 106 | 001 | Rare | Treasure | Triton’s Defense | Load this treasure face down. You may reveal it when this ship is attacked by a sea dragon, sea monster, or titan. The attacker’s player must eliminate a segment from the attacker and move it <S> away from this ship. Remove Triton’s Defense from the game. | 7,6,5,5,4,3,2,2,1 | ||||||||||||||||||||
84 | UT | 107 | 002 | Rare | Treasure | Lost | Roll a d6. Place a number of terrain pieces from outside the game on the play area equal to the die roll result. All terrain must be placed at least <S> from any other terrain or island. Terrain may be placed under ships and monsters. | 7,6,5,5,4,3,2,2,1 | ||||||||||||||||||||
85 | Pirate | 110 | 002 | Common | Crew/T | Captain | 3 | This ship may move and shoot using the same move action. | 1,1,1,2,2,2,3,3,4 | |||||||||||||||||||
86 | Spanish | 112 | 002 | Common | Crew/T | Captain | 3 | This ship may move and shoot using the same move action. | 1,1,1,2,2,2,3,3,4 | |||||||||||||||||||
87 | French | 113 | 001 | Common | Crew/T | Captain | 3 | This ship may move and shoot using the same move action. | 1,1,1,2,2,2,3,3,4 | |||||||||||||||||||
88 | Cursed | 115 | 002 | Common | Crew/T | Explorer | 1 | This ship may dock and explore a wild island using the same move action. | 1,2,2,2,3,3,4,4,5 | |||||||||||||||||||
89 | Pirate | 116 | 002 | Common | Crew/T | Explorer | 1 | This ship may dock and explore a wild island using the same move action. | 1,1,1,2,2,2,3,3,4 | |||||||||||||||||||
90 | English | 117 | 002 | Common | Crew/T | Explorer | 1 | This ship may dock and explore a wild island using the same move action. | 1,1,1,2,2,2,3,4,4 | |||||||||||||||||||
91 | French | 119 | 002 | Common | Crew/T | Explorer | 1 | This ship may dock and explore a wild island using the same move action. | 1,1,1,2,2,2,3,4,4 | |||||||||||||||||||
92 | American | 120 | 003 | Common | Crew/T | Explorer | 1 | This ship may dock and explore a wild island using the same move action. | 1,1,1,2,2,2,3,4,4 | |||||||||||||||||||
93 | Pirate | 121 | 002 | Common | Crew/T | Oarsman | 1 | If derelict, this ship gains a base move of S. This crew takes up no cargo space. | 1,2,2,2,3,3,4,4,5 | |||||||||||||||||||
94 | Cursed | 122 | 001 | Common | Crew/T | Shipwright | 2 | This ship may repair at sea or at any island. | 1,2,2,2,3,3,4,4,5 | |||||||||||||||||||
95 | Pirate | 123 | 005 | Common | Crew/T | Shipwright | 2 | This ship may repair at sea or at any island. | 1,1,1,2,2,2,3,3,4 | |||||||||||||||||||
96 | English | 124 | 1 | Common | Crew/T | Shipwright | 2 | This ship may repair at sea or at any island. | 1,1,1,2,2,2,3,4,4 | |||||||||||||||||||
97 | Spanish | 125 | 006 | Common | Crew/T | Shipwright | 2 | This ship may repair at sea or at any island. | 1,1,1,2,2,2,3,4,4 | |||||||||||||||||||
98 | French | 126 | 3 | Common | Crew/T | Shipwright | 2 | This ship may repair at sea or at any island. | 1,1,1,2,2,2,3,4,4 | |||||||||||||||||||
99 | American | 127 | 002 | Common | Crew/T | Shipwright | 2 | This ship may repair at sea or at any island. | 1,1,1,2,2,2,3,4,4 | |||||||||||||||||||
101 | Pirate | 129 | 3 | Common | Crew/T | Helmsman | 2 | This ship gets +S to her base move. | ||||||||||||||||||||
102 | English | 130 | 1 | Common | Crew/T | Helmsman | 2 | This ship gets +S to her base move. | 1,1,2,2,2,3,3,4,4 | |||||||||||||||||||
103 | Spanish | 131 | 002 | Common | Crew/T | Helmsman | 2 | This ship gets +S to her base move. | 1,1,2,2,2,3,3,4,4 |