Events: Difference between revisions
→Progression of dice pool range: Updated with dice template; table alignment and cell contents cleaned up |
→Choice card combinations per objective: Added a few more. Parley and Barter added lower in the list (alphabetized to Parley instead of Barter which would have been first) because they are less common |
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Captains seeing the same objective will see similar, sometimes the same cards. The names vary based on the theme of the event, but the combinations of effects for that objective are the pattern. | Captains seeing the same objective will see similar, sometimes the same cards. The names vary based on the theme of the event, but the combinations of effects for that objective are the pattern. | ||
Blue cards are based on the objective only. Yellow cards are based on the class of [[Ships|Ship]] and, to a lesser degree, the objective. Yellow cards can sometimes be redundant with blue cards, but when they are redundant are usually stronger. Sometimes yellow cards cost significantly more supplies than blue cards. | |||
Purple cards are based on the [[Captains|Captain]] only and are the same for each Captain every objective and event. | |||
| | |||
==== Ambush and Sneak ==== | |||
Gain enough {{Distance}}. | |||
{{Three blue and two yellow cards | |||
| blue_card_1_effect_1=Prevent DMG to {{Health}}<br />based on {{Manoeuvrability}}. | |||
| blue_card_1_effect_2=Gain fixed +1 {{Dice}} Pool next turn. | |||
| blue_card_1_effect_3= | |||
| blue_card_1_example_name=Safe Manoeuvre | |||
| blue_card_2_effect_1=Gain {{Distance}}<br />based on {{Manoeuvrability}}. | |||
| blue_card_2_effect_2=Prevent random DMG to {{Supplies}}. | |||
| blue_card_2_effect_3= | |||
| blue_card_2_example_name=Closing In | |||
| blue_card_3_effect_1=Gain {{Distance}}<br />based on {{Manoeuvrability}}. | |||
| blue_card_3_effect_2=Prevent DMG to {{Crew}}<br />based on {{Armour}}. | |||
| blue_card_3_effect_3= | |||
| blue_card_3_example_name=Play It Safe | |||
| yellow_card_1_effect_1=Gain {{Distance}}<br />based on {{Manoeuvrability}}. | |||
| yellow_card_1_effect_2=Gain fixed 15 {{Treasure}}. | |||
| yellow_card_1_effect_3= | |||
| yellow_card_1_example_name=Human Decoys | |||
| yellow_card_2_effect_1=Gain {{Distance}}<br />based on {{Speed}}. | |||
| yellow_card_2_effect_2=Gain fixed 5 {{Treasure}}. | |||
| yellow_card_2_effect_3= | |||
| yellow_card_2_example_name=True Grit | |||
}} | |||
==== Board or Demoralise ==== | |||
Reduce opponent's {{Crew}} down to 50%. | |||
{{Three blue and two yellow cards | |||
| blue_card_1_effect_1=Gain fixed 15 {{Treasure}}. | |||
| blue_card_1_effect_2= | |||
| blue_card_1_effect_3= | |||
| blue_card_1_example_name=Windfall | |||
| blue_card_2_effect_1=Prevent DMG to {{Crew}}<br />based on {{Armour}}. | |||
| blue_card_2_effect_2= | |||
| blue_card_2_effect_3= | |||
| blue_card_2_example_name=Dodge & Weave | |||
| blue_card_3_effect_1=Deal DMG to {{Crew}}<br />based on {{Boarding damage}}. | |||
| blue_card_3_effect_2= | |||
| blue_card_3_effect_3= | |||
| blue_card_3_example_name=No Quarter | |||
| yellow_card_1_effect_1=Gain fixed 15 {{Treasure}}. | |||
| yellow_card_1_effect_2=Prevent DMG to {{Crew}}<br />based on {{Manoeuvrability}}. | |||
| yellow_card_1_effect_3= | |||
| yellow_card_1_example_name=Loot Carriers | |||
| yellow_card_2_effect_1=Deal DMG to {{Crew}}<br />based on {{Gun damage}}. | |||
| yellow_card_2_effect_2= | |||
| yellow_card_2_effect_3= | |||
| yellow_card_2_example_name=Blunderbusses | |||
}} | |||
==== Chart or Investigate ==== | |||
Gain enough {{Charts}} (or {{Hints}}, if '''Investigate'''). Gains to {{Charts}} (or {{Hints}}) and damage do not depend on ship stats during this objective. | |||
{{Four or five blue cards | |||
| blue_card_1_effect_1=Gain random {{Charts}}. | |||
| blue_card_1_effect_2=Gain random {{Treasure}}. | |||
| blue_card_1_effect_3= | |||
| blue_card_1_example_name=Daring Scouts | |||
| blue_card_2_effect_1=Gain random {{Charts}}. | |||
| blue_card_2_effect_2=Prevent random DMG to {{Crew}}. | |||
| blue_card_2_effect_3= | |||
| blue_card_2_example_name=Triangulation | |||
| blue_card_3_effect_1=Gain random {{Charts}}. | |||
| blue_card_3_effect_2=Gain +1 {{Dice}} Pool next turn. | |||
| blue_card_3_effect_3= | |||
| blue_card_3_example_name=Careful Survey | |||
| blue_card_4_effect_1=Gain random {{Charts}}. | |||
| blue_card_4_effect_2=Prevent random DMG to {{Supplies}}. | |||
| blue_card_4_effect_3= | |||
| blue_card_4_example_name=Tightened Belts | |||
| blue_card_5_effect_1= | |||
| blue_card_5_effect_2= | |||
| blue_card_5_effect_3= | |||
| blue_card_5_example_name= | |||
}} | |||
==== Chase ==== | |||
Gain enough {{Distance}}. | |||
{{Three blue and two yellow cards | |||
| blue_card_1_effect_1=Prevent DMG to {{Crew}}<br />based on {{Manoeuvrability}}. | |||
| blue_card_1_effect_2=Gain +1 {{Dice}} Pool next turn. | |||
| blue_card_1_effect_3= | |||
| blue_card_1_example_name=Hold Fast | |||
| blue_card_2_effect_1=Gain {{Distance}}<br />based on {{Speed}}. | |||
| blue_card_2_effect_2=Prevent DMG to {{Crew}}<br />based on {{Speed}}. | |||
| blue_card_2_effect_3= | |||
| blue_card_2_example_name=Ride the Swell | |||
| blue_card_3_effect_1=Gain {{Distance}}<br />based on {{Speed}}. | |||
| blue_card_3_effect_2=Reduce all Opponent stats<br />by {{Dice}} Result. | |||
| blue_card_3_effect_3= | |||
| blue_card_3_example_name=Hookshots | |||
| yellow_card_1_effect_1=Gain {{Distance}}<br />based on {{Manoeuvrability}} | |||
| yellow_card_1_effect_2=Gain fixed 15 {{Treasure}}. | |||
| yellow_card_1_effect_3= | |||
| yellow_card_1_example_name=Man the Oars | |||
| yellow_card_2_effect_1=Gain {{Distance}}<br />based on {{Speed}}. | |||
| yellow_card_2_effect_2=Take x2<br />extra DMG to '''own''' {{Health}}. | |||
| yellow_card_2_effect_3= | |||
| yellow_card_2_example_name=Crowd on Sail | |||
}} | |||
==== Defend or Endure ==== | |||
Survive 3 turns. | |||
{{Three blue and two yellow cards | |||
| blue_card_1_effect_1=Gain fixed 15 {{Treasure}}. | |||
| blue_card_1_effect_2= | |||
| blue_card_1_effect_3= | |||
| blue_card_1_example_name=Windfall | |||
| blue_card_2_effect_1=Prevent DMG to {{Health}}<br />based on {{Armour}}. | |||
| blue_card_2_effect_2= | |||
| blue_card_2_effect_3= | |||
| blue_card_2_example_name=Safe Distance | |||
| blue_card_3_effect_1=Prevent DMG to {{Crew}}<br />based on {{Armour}}. | |||
| blue_card_3_effect_2= | |||
| blue_card_3_effect_3= | |||
| blue_card_3_example_name=Take Cover | |||
| yellow_card_1_effect_1=Take extra<br />random DMG to '''own''' {{Health}}. | |||
| yellow_card_1_effect_2=Prevent DMG to {{Crew}}<br />based on {{Boarding damage}}. | |||
| yellow_card_1_effect_3= | |||
| yellow_card_1_example_name=Hunker Down | |||
| yellow_card_2_effect_1=Gain +1 {{Dice}} Pool next turn. | |||
| yellow_card_2_effect_2=Prevent DMG to {{Crew}}<br />based on {{Speed}}. | |||
| yellow_card_2_effect_3= | |||
| yellow_card_2_example_name=Sleek Sailing | |||
}} | |||
==== Destroy or Shoot ==== | |||
Reduce the opponent's {{Health}} down to 0. | |||
{{Three blue and two yellow cards | |||
| blue_card_1_effect_1=Prevent DMG to {{Health}}<br />based on {{Armour}}. | |||
| blue_card_1_effect_2=Gain +1 {{Dice}} Pool next turn. | |||
| blue_card_1_effect_3= | |||
| blue_card_1_example_name=Keep Her Steady | |||
| blue_card_2_effect_1=Deal DMG to {{Health}}<br />based on {{Gun damage}}. | |||
| blue_card_2_effect_2=Prevent DMG to {{Crew}}<br />based on {{Armour}}. | |||
| blue_card_2_effect_3= | |||
| blue_card_2_example_name=Heavy Fire | |||
| blue_card_3_effect_1=Deal DMG to {{Health}}<br />based on {{Boarding damage}}. | |||
| blue_card_3_effect_2=Gain fixed 5 {{Treasure}}. | |||
| blue_card_3_effect_3= | |||
| blue_card_3_example_name=Torch & Plunder | |||
| yellow_card_1_effect_1=Deal DMG to {{Health}}<br />based on {{Boarding damage}}. | |||
| yellow_card_1_effect_2=Take x2<br />extra DMG to '''own''' {{Health}}. | |||
| yellow_card_1_effect_3= | |||
| yellow_card_1_example_name=Point-blank Barrage | |||
| yellow_card_2_effect_1=Deal DMG to {{Health}}<br />based on {{Gun damage}}. | |||
| yellow_card_2_effect_2=Gain +1 {{Dice}} Pool next turn. | |||
| yellow_card_2_effect_3= | |||
| yellow_card_2_example_name=No Reprieve | |||
}} | |||
==== Duel ==== | |||
Gain enough {{Edge}}. Gains and losses to {{Edge}} and damage do not depend on ship stats during this objective. | |||
{{Four or five blue cards | |||
| blue_card_1_effect_1=Prevent random loss to {{Edge}}. | |||
| blue_card_1_effect_2=Gain +2 {{Dice}} Pool next turn. | |||
| blue_card_1_effect_3= | |||
| blue_card_1_example_name=Dirty Parry | |||
| blue_card_2_effect_1=Gain random {{Edge}}. | |||
| blue_card_2_effect_2=Prevent random DMG to {{Crew}}. | |||
| blue_card_2_effect_3= | |||
| blue_card_2_example_name=Lucky Hit | |||
| blue_card_3_effect_1=Gain random {{Edge}}. | |||
| blue_card_3_effect_2=Prevent random DMG to {{Health}}. | |||
| blue_card_3_effect_3= | |||
| blue_card_3_example_name=Clean Strike | |||
| blue_card_4_effect_1=Prevent random loss to {{Edge}}. | |||
| blue_card_4_effect_2=Gain random {{Treasure}}. | |||
| blue_card_4_effect_3= | |||
| blue_card_4_example_name=Sleight of Hand | |||
| blue_card_5_effect_1=Gain random {{Edge}}. | |||
| blue_card_5_effect_2= | |||
| blue_card_5_effect_3= | |||
| blue_card_5_example_name=Cruel Comeback | |||
}} | |||
==== Navigate or Traverse ==== | |||
Gain enough {{Distance}}. | |||
{{Three blue and two yellow cards | |||
| blue_card_1_effect_1=Prevent DMG to {{Crew}}<br />based on {{Manoeuvrability}}. | |||
| blue_card_1_effect_2=Gain +1 {{Dice}} Pool next turn. | |||
| blue_card_1_effect_3= | |||
| blue_card_1_example_name=Hold Fast | |||
| blue_card_2_effect_1=Gain {{Distance}}<br />based on {{Speed}}. | |||
| blue_card_2_effect_2=Prevent DMG to {{Health}}<br />based on {{Manoeuvrability}}. | |||
| blue_card_2_effect_3= | |||
| blue_card_2_example_name=Crowd on Sail | |||
| blue_card_3_effect_1=Gain {{Distance}}<br />based on {{Speed}}. | |||
| blue_card_3_effect_2=Prevent random DMG to {{Supplies}}. | |||
| blue_card_3_effect_3= | |||
| blue_card_3_example_name=Ease the Helm | |||
| yellow_card_1_effect_1=Gain {{Distance}}<br />based on {{Manoeuvrability}}. | |||
| yellow_card_1_effect_2=Gain +1 {{Dice}} Pool next turn. | |||
| yellow_card_1_effect_3= | |||
| yellow_card_1_example_name=Bear Off | |||
| yellow_card_2_effect_1=Gain {{Distance}}<br />based on {{Speed}}. | |||
| yellow_card_2_effect_2=Prevent DMG to {{Crew}}<br />based on {{Armour}}. | |||
| yellow_card_2_effect_3= | |||
| yellow_card_2_example_name=Keep Her True | |||
}} | |||
==== Parley or Barter ==== | |||
Gain enough {{Advantage}}. Gains and losses to {{Advantage}} and damage do not depend on ship stats during this objective. | |||
{{Four or five blue cards | |||
| blue_card_1_effect_1=Prevent random loss to {{Advantage}}. | |||
| blue_card_1_effect_2=Gain +2 {{Dice}} Pool next turn. | |||
| blue_card_1_effect_3= | |||
| blue_card_1_example_name=Conviction | |||
| blue_card_2_effect_1=Gain random {{Advantage}}. | |||
| blue_card_2_effect_2= | |||
| blue_card_2_effect_3= | |||
| blue_card_2_example_name=Bold Proposal | |||
| blue_card_3_effect_1=Gain more random {{Advantage}}. | |||
| blue_card_3_effect_2= | |||
| blue_card_3_effect_3= | |||
| blue_card_3_example_name=Silver Tongue | |||
| blue_card_4_effect_1=Prevent random loss to {{Advantage}}. | |||
| blue_card_4_effect_2=Gain random {{Treasure}}. | |||
| blue_card_4_effect_3= | |||
| blue_card_4_example_name=Leverage | |||
| blue_card_5_effect_1= | |||
| blue_card_5_effect_2= | |||
| blue_card_5_effect_3= | |||
| blue_card_5_example_name= | |||
}} | |||
==== Plunder ==== | |||
Loot {{Treasure}}! Many effects do not depend on ship stats during this objective. | |||
Automatically ends when you reach 100/100 {{Treasure}}. | |||
{{Three blue and two yellow cards | |||
| blue_card_1_effect_1=Ends the objective. | |||
| blue_card_1_effect_2= | |||
| blue_card_1_effect_3= | |||
| blue_card_1_example_name=That's Enough | |||
| blue_card_2_effect_1=Gain random {{Treasure}}. | |||
| blue_card_2_effect_2=Prevent DMG to {{Crew}}<br />based on {{Manoeuvrability}}. | |||
| blue_card_2_effect_3= | |||
| blue_card_2_example_name=Pillage | |||
| blue_card_3_effect_1=Gain more random {{Treasure}}. | |||
| blue_card_3_effect_2= | |||
| blue_card_3_effect_3= | |||
| blue_card_3_example_name=Ransack | |||
| yellow_card_1_effect_1=Gain even more random {{Treasure}}. | |||
| yellow_card_1_effect_2=Prevent DMG to {{Health}}<br />based on {{Speed}}. | |||
| yellow_card_1_effect_3= | |||
| yellow_card_1_example_name=Blood & Coin | |||
| yellow_card_2_effect_1=Next turn, all<br />Opponent {{Dice}} Results are 0. | |||
| yellow_card_2_effect_2=Prevent DMG to {{Crew}}<br />based on {{Armour}}. | |||
| yellow_card_2_effect_3= | |||
| yellow_card_2_example_name=Out of Nowhere | |||
}} | |||
==== Threaten ==== | |||
Reduce the Opponent's {{Health}} and {{Crew}} below 75%. | |||
{{Three blue and two yellow cards | |||
| blue_card_1_effect_1=Prevent DMG to {{Health}}<br />based on {{Manoeuvrability}}. | |||
| blue_card_1_effect_2= | |||
| blue_card_1_effect_3= | |||
| blue_card_1_example_name=Nice Try | |||
| blue_card_2_effect_1=Deal DMG to {{Health}}<br />based on {{Boarding damage}}. | |||
| blue_card_2_effect_2=Gain fixed 5 {{Treasure}}. | |||
| blue_card_2_effect_3= | |||
| blue_card_2_example_name=Torch & Plunder | |||
| blue_card_3_effect_1=Deal DMG to {{Crew}}<br />based on {{Boarding damage}}. | |||
| blue_card_3_effect_2=Prevent DMG to {{Crew}}<br />based on {{Manoeuvrability}}. | |||
| blue_card_3_effect_3= | |||
| blue_card_3_example_name=Make Them Bleed | |||
| yellow_card_1_effect_1=Deal DMG to {{Health}}<br />based on {{Boarding damage}}. | |||
| yellow_card_1_effect_2=Prevent DMG to {{Health}}<br />based on {{Speed}}. | |||
| yellow_card_1_effect_3= | |||
| yellow_card_1_example_name=Nasty Harpoons | |||
| yellow_card_2_effect_1=Deal DMG to {{Health}}<br />based on {{Boarding damage}}. | |||
| yellow_card_2_effect_2=Gain +1 to {{Dice}} Pool next turn. | |||
| yellow_card_2_effect_3= | |||
| yellow_card_2_example_name=Deafening Guns | |||
}} | |||
==== Traverse ==== | |||
Gain enough {{Distance}}. | |||
{{Three blue and two yellow cards | |||
| blue_card_1_effect_1=Prevent DMG to {{Crew}}<br />based on {{Manoeuvrability}}. | |||
| blue_card_1_effect_2=Gain +1 {{Dice}} Pool next turn. | |||
| blue_card_1_effect_3= | |||
| blue_card_1_example_name=Heads Down | |||
| blue_card_2_effect_1=Gain {{Distance}}<br />based on {{Armour}}. | |||
| blue_card_2_effect_2=Take extra<br /> random DMG to '''own''' {{Health}}. | |||
| blue_card_2_effect_3= | |||
| blue_card_2_example_name=Into the Breach | |||
| blue_card_3_effect_1=Gain {{Distance}}<br />based on {{Manoeuvrability}}. | |||
| blue_card_3_effect_2=Prevent random DMG to {{Supplies}}. | |||
| blue_card_3_effect_3= | |||
| blue_card_3_example_name=Keep Moving | |||
| yellow_card_1_effect_1=Gain {{Distance}}<br />based on {{Speed}}. | |||
| yellow_card_1_effect_2=Gain +1 {{Dice}} Pool next turn. | |||
| yellow_card_1_effect_3= | |||
| yellow_card_1_example_name=Ride the Swell | |||
| yellow_card_2_effect_1=Gain {{Distance}}<br />based on {{Speed}}. | |||
| yellow_card_2_effect_2=Prevent DMG to {{Crew}}<br />based on {{Armour}}. | |||
| yellow_card_2_effect_3= | |||
| yellow_card_2_example_name=Stay the Course | |||
}} | |||
{{See also|Quests|Ships}} | {{See also|Quests|Ships}} | ||
Latest revision as of 18:11, 2 August 2026

Overview

Events are where captains and their opponents take turns attacking, defending, sneaking, looting, and shouting insults at each other.
Captain win the event by completing the objectives. Every type of event is different, but there are some important patterns that winning captains recognize. The stats of the captain's ship determines the baseline chances of winning, so each event recommends both a ship class and tier. For example, attacking a Crown Port recommends a Tier 2 Destroyer-class ship, because the stats that matter most in that event are
Gun damage and
Armour.
Not shown until the event starts is what the specific objectives of the event are. Each objective has a clearly defined goal, and the captain is given several choices to counter the opponent in order to win.
Losing the event, by taking too much damage to
Health or
Crew during an objective, results in the loss of the ship.
Objectives

Events have between one and four objectives representing stages of the story of the event. For example, a landing party might search for clues, survive an ambush, and then investigate what the attackers were guarding. This might take the form of the Chart, Survive, and Investigate objectives.
Some objectives are similar in purpose but have different names depending on their setting, and the choices given to the captain vary. The following are some of the objectives captains encounter during events:
- Ambush
- Barter
- Board
- Chart
- Chase
- Defend
- Demoralise
- Destroy
- Duel
- Endure
- Investigate
- Navigate
- Outrun
- Parley
- Plunder
- Shoot
- Sneak
- Threaten
- Traverse
Choice cards

Each stage, the captain gets a handful of choices, shown on cards, most of which depend heavily on the ship's stats and, to a lesser degree, chance of dice rolls.
The variety of effects on the choice cards is wide, since many cards have two effects. Captains will recognize the same cards appearing during similar objectives. For example, the choice of Windfall appears as the first card in the set during many Defend and Endure objectives, alongside two other blue cards, one that prevents damage done to
Health and the other that prevents damage done to
Crew.
The names of the choices follow the story of the objective and the event. For example, during a Sneak objective, a choice might be called Quick & Quiet, but the choice with the same effect might be called Keep Moving during a Traverse objective.
The numbers shown on the card, for example, damage, are determined by the related ship's stat and a roll of the dice pool.
Stats and dice pool

The baseline effectiveness of a choice is set by the ship's related stat. The stat to which the choice is related is determined by the event's story and the objective. For example, sometimes offense depends on
Gun damage, other times it depends on
Boarding damage.
In addition to the baseline stat, rolling the dice can add a significant margin to the effect. This is because captains can make choices to gain additional dice to their dice rolls during the objective. Each turn, the number of dice the captain gets to roll that turn is called the Dice Pool.
For example, if the captain's ship has a
Manoeuvrability of 4 and she typically gets to add a 4-sided die, if she can first choose Heads Down before choosing Keep Moving, then instead of one 4-sided dice, she gets to roll two 4-sided dice. This means Keep Moving can gain 600–1200m distance.
These interactions, and the risk–reward decisions to counter the opponent or double-down ensure captains almost never experience the same event twice.
Progression of dice pool range
The range of the
Dice Result depends on the tier of the ship. Higher tier ships get to roll dice with more sides, increasing the variance of the results. This allows the impact of dice rolls to scale up with the base stats, some of which increase dramatically with each ship tier.
| Ship tier | ||||
|---|---|---|---|---|
| 1 | 1–2 | (d2) | 2–4 | (2 × d2) |
| 2 | 1–4 | (d4) | 2–8 | (2 × d4) |
| 3 | 1–6 | (d6) | 2–12 | (2 × d6) |
| 4 | 2–10 | (2d5) | 4–20 | (2 × 2d5) |
| 5 | ?? | ?? | ||
| 6 | ?? | ?? | ||
Choice card combinations per objective
Captains seeing the same objective will see similar, sometimes the same cards. The names vary based on the theme of the event, but the combinations of effects for that objective are the pattern.
Blue cards are based on the objective only. Yellow cards are based on the class of Ship and, to a lesser degree, the objective. Yellow cards can sometimes be redundant with blue cards, but when they are redundant are usually stronger. Sometimes yellow cards cost significantly more supplies than blue cards.
Purple cards are based on the Captain only and are the same for each Captain every objective and event.
Ambush and Sneak
| Blue cards | Yellow cards | ||||
|---|---|---|---|---|---|
| First card | Second card | Third card | Fourth card | Fifth card | |
| Typical card effects |
|||||
| Example cards |
Safe Manoeuvre | Closing In | Play It Safe | Human Decoys | True Grit |
Board or Demoralise
Reduce opponent's
Crew down to 50%.
| Blue cards | Yellow cards | ||||
|---|---|---|---|---|---|
| First card | Second card | Third card | Fourth card | Fifth card | |
| Typical card effects |
|||||
| Example cards |
Windfall | Dodge & Weave | No Quarter | Loot Carriers | Blunderbusses |
Chart or Investigate
Gain enough
Charts (or
Hints, if Investigate). Gains to
Charts (or
Hints) and damage do not depend on ship stats during this objective.
| Blue cards | ||||
|---|---|---|---|---|
| First card | Second card | Third card | Fourth card | |
| Typical card effects |
||||
| Example cards |
Daring Scouts | Triangulation | Careful Survey | Tightened Belts |
Chase
| Blue cards | Yellow cards | ||||
|---|---|---|---|---|---|
| First card | Second card | Third card | Fourth card | Fifth card | |
| Typical card effects |
|||||
| Example cards |
Hold Fast | Ride the Swell | Hookshots | Man the Oars | Crowd on Sail |
Defend or Endure
Survive 3 turns.
| Blue cards | Yellow cards | ||||
|---|---|---|---|---|---|
| First card | Second card | Third card | Fourth card | Fifth card | |
| Typical card effects |
|||||
| Example cards |
Windfall | Safe Distance | Take Cover | Hunker Down | Sleek Sailing |
Destroy or Shoot
Reduce the opponent's
Health down to 0.
| Blue cards | Yellow cards | ||||
|---|---|---|---|---|---|
| First card | Second card | Third card | Fourth card | Fifth card | |
| Typical card effects |
|||||
| Example cards |
Keep Her Steady | Heavy Fire | Torch & Plunder | Point-blank Barrage | No Reprieve |
Duel
Gain enough
Edge. Gains and losses to
Edge and damage do not depend on ship stats during this objective.
| Blue cards | |||||
|---|---|---|---|---|---|
| First card | Second card | Third card | Fourth card | Fifth card | |
| Typical card effects |
|||||
| Example cards |
Dirty Parry | Lucky Hit | Clean Strike | Sleight of Hand | Cruel Comeback |
| Blue cards | Yellow cards | ||||
|---|---|---|---|---|---|
| First card | Second card | Third card | Fourth card | Fifth card | |
| Typical card effects |
|||||
| Example cards |
Hold Fast | Crowd on Sail | Ease the Helm | Bear Off | Keep Her True |
Parley or Barter
Gain enough
Advantage. Gains and losses to
Advantage and damage do not depend on ship stats during this objective.
| Blue cards | ||||
|---|---|---|---|---|
| First card | Second card | Third card | Fourth card | |
| Typical card effects |
|
|
||
| Example cards |
Conviction | Bold Proposal | Silver Tongue | Leverage |
Plunder
Loot
Treasure! Many effects do not depend on ship stats during this objective.
Automatically ends when you reach 100/100
Treasure.
| Blue cards | Yellow cards | ||||
|---|---|---|---|---|---|
| First card | Second card | Third card | Fourth card | Fifth card | |
| Typical card effects |
|
||||
| Example cards |
That's Enough | Pillage | Ransack | Blood & Coin | Out of Nowhere |
Threaten
Reduce the Opponent's
Health and
Crew below 75%.
| Blue cards | Yellow cards | ||||
|---|---|---|---|---|---|
| First card | Second card | Third card | Fourth card | Fifth card | |
| Typical card effects |
|||||
| Example cards |
Nice Try | Torch & Plunder | Make Them Bleed | Nasty Harpoons | Deafening Guns |
Traverse
| Blue cards | Yellow cards | ||||
|---|---|---|---|---|---|
| First card | Second card | Third card | Fourth card | Fifth card | |
| Typical card effects |
|||||
| Example cards |
Heads Down | Into the Breach | Keep Moving | Ride the Swell | Stay the Course |


