Events: Difference between revisions

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Started with overview, objectives, choice cards, and dice pool
 
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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=== Progression of dice pool range ===
=== Progression of dice pool range ===


The range of the dice results 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.
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.


{|class="wikitable sortable"
{|class="wikitable sortable"
! Ship tier !!class="unsortable"| Dice Pool x1 !!class="unsortable"| x2
! Ship tier !!class="unsortable" colspan="2"| {{Dice|size=sm}} Pool x1 !!class="unsortable" colspan="2"| {{Dice icon|size=sm}} x2
|-
|-
| 1 || 1–2 (d2) || 2–4
| 1 || 1–2 || (d2) || 2–4 || (2 × d2)
|-
|-
| 2 || 1–4 (d4) || 2–8
| 2 || 1–4 || (d4) || 2–8 || (2 × d4)
|-
|-
| 3 || 1–6 (d6) || 2–12
| 3 || 1–6 || (d6) || 2–12 || (2 × d6)
|-
|-
| 4 || 2–10 (2d5) || 4–20
| 4 || 2–10 || (2d5) || 4–20 || (2 × 2d5)
|-
|-
| 5 || ?? || ??
| 5 || ?? || || ?? ||
|-
|-
| 6 || ?? || ??
| 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 [[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}}


[[Category: Gameplay]]
[[Category: Gameplay]]
[[Category: Ships]]

Latest revision as of 18:11, 2 August 2026

Overview

Plundering this Crown Port recommends a Tier 2 Destroyer-class ship.

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 DamageGun damage and ArmourArmour.

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 Ship HealthHealth or Ship CrewCrew during an objective, results in the loss of the ship.

Objectives

This event has three stages: Chart, Survive, Investigate.

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

Six choices for each turn during a chasing objective

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 Ship HealthHealth and the other that prevents damage done to Ship CrewCrew.

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 effectiveness of the choice to Keep Moving depends on Manoeuvrability and dice.

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 DamageGun damage, other times it depends on Boarding damageBoarding 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 ManoeuvrabilityManoeuvrability 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 Ship Health 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 Ship Health Dice Pool x1 Ship Health x2
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

Gain enough DistanceDistance.

Blue cards Yellow cards
First card Second card Third card Fourth card Fifth card
Typical
card
effects
  • Prevent DMG to Ship HealthHealth
    based on ManoeuvrabilityManoeuvrability.
  • Gain fixed +1 Ship Health Dice Pool next turn.
  • Gain DistanceDistance
    based on ManoeuvrabilityManoeuvrability.
  • Prevent random DMG to SuppliesSupplies.
  • Gain DistanceDistance
    based on ManoeuvrabilityManoeuvrability.
  • Prevent DMG to Ship CrewCrew
    based on ArmourArmour.
  • Gain DistanceDistance
    based on ManoeuvrabilityManoeuvrability.
  • Gain fixed 15 TreasureTreasure.
  • Gain DistanceDistance
    based on SpeedSpeed.
  • Gain fixed 5 TreasureTreasure.
Example
cards
Safe Manoeuvre Closing In Play It Safe Human Decoys True Grit

Board or Demoralise

Reduce opponent's Ship CrewCrew down to 50%.

Blue cards Yellow cards
First card Second card Third card Fourth card Fifth card
Typical
card
effects
  • Gain fixed 15 TreasureTreasure.
  • Prevent DMG to Ship CrewCrew
    based on ArmourArmour.
  • Deal DMG to Ship CrewCrew
    based on Boarding damageBoarding damage.
  • Gain fixed 15 TreasureTreasure.
  • Prevent DMG to Ship CrewCrew
    based on ManoeuvrabilityManoeuvrability.
  • Deal DMG to Ship CrewCrew
    based on Gun DamageGun damage.
Example
cards
Windfall Dodge & Weave No Quarter Loot Carriers Blunderbusses

Chart or Investigate

Gain enough ChartsCharts (or HintsHints, if Investigate). Gains to ChartsCharts (or HintsHints) and damage do not depend on ship stats during this objective.

Blue cards
First card Second card Third card Fourth card
Typical
card
effects
  • Gain random ChartsCharts.
  • Gain random TreasureTreasure.
  • Gain random ChartsCharts.
  • Prevent random DMG to Ship CrewCrew.
  • Gain random ChartsCharts.
  • Gain +1 Ship Health Dice Pool next turn.
  • Gain random ChartsCharts.
  • Prevent random DMG to SuppliesSupplies.
Example
cards
Daring Scouts Triangulation Careful Survey Tightened Belts

Chase

Gain enough DistanceDistance.

Blue cards Yellow cards
First card Second card Third card Fourth card Fifth card
Typical
card
effects
  • Prevent DMG to Ship CrewCrew
    based on ManoeuvrabilityManoeuvrability.
  • Gain +1 Ship Health Dice Pool next turn.
  • Gain DistanceDistance
    based on SpeedSpeed.
  • Prevent DMG to Ship CrewCrew
    based on SpeedSpeed.
  • Gain DistanceDistance
    based on SpeedSpeed.
  • Reduce all Opponent stats
    by Ship Health Dice Result.
  • Gain DistanceDistance
    based on ManoeuvrabilityManoeuvrability
  • Gain fixed 15 TreasureTreasure.
  • Gain DistanceDistance
    based on SpeedSpeed.
  • Take x2
    extra DMG to own Ship HealthHealth.
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
  • Gain fixed 15 TreasureTreasure.
  • Prevent DMG to Ship HealthHealth
    based on ArmourArmour.
  • Prevent DMG to Ship CrewCrew
    based on ArmourArmour.
  • Take extra
    random DMG to own Ship HealthHealth.
  • Prevent DMG to Ship CrewCrew
    based on Boarding damageBoarding damage.
  • Gain +1 Ship Health Dice Pool next turn.
  • Prevent DMG to Ship CrewCrew
    based on SpeedSpeed.
Example
cards
Windfall Safe Distance Take Cover Hunker Down Sleek Sailing

Destroy or Shoot

Reduce the opponent's Ship HealthHealth down to 0.

Blue cards Yellow cards
First card Second card Third card Fourth card Fifth card
Typical
card
effects
  • Prevent DMG to Ship HealthHealth
    based on ArmourArmour.
  • Gain +1 Ship Health Dice Pool next turn.
  • Deal DMG to Ship HealthHealth
    based on Gun DamageGun damage.
  • Prevent DMG to Ship CrewCrew
    based on ArmourArmour.
  • Deal DMG to Ship HealthHealth
    based on Boarding damageBoarding damage.
  • Gain fixed 5 TreasureTreasure.
  • Deal DMG to Ship HealthHealth
    based on Boarding damageBoarding damage.
  • Take x2
    extra DMG to own Ship HealthHealth.
  • Deal DMG to Ship HealthHealth
    based on Gun DamageGun damage.
  • Gain +1 Ship Health Dice Pool next turn.
Example
cards
Keep Her Steady Heavy Fire Torch & Plunder Point-blank Barrage No Reprieve

Duel

Gain enough EdgeEdge. Gains and losses to EdgeEdge 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
  • Prevent random loss to EdgeEdge.
  • Gain +2 Ship Health Dice Pool next turn.
  • Gain random EdgeEdge.
  • Prevent random DMG to Ship CrewCrew.
  • Gain random EdgeEdge.
  • Prevent random DMG to Ship HealthHealth.
  • Prevent random loss to EdgeEdge.
  • Gain random TreasureTreasure.
  • Gain random EdgeEdge.
Example
cards
Dirty Parry Lucky Hit Clean Strike Sleight of Hand Cruel Comeback

Navigate or Traverse

Gain enough DistanceDistance.

Blue cards Yellow cards
First card Second card Third card Fourth card Fifth card
Typical
card
effects
  • Prevent DMG to Ship CrewCrew
    based on ManoeuvrabilityManoeuvrability.
  • Gain +1 Ship Health Dice Pool next turn.
  • Gain DistanceDistance
    based on SpeedSpeed.
  • Prevent DMG to Ship HealthHealth
    based on ManoeuvrabilityManoeuvrability.
  • Gain DistanceDistance
    based on SpeedSpeed.
  • Prevent random DMG to SuppliesSupplies.
  • Gain DistanceDistance
    based on ManoeuvrabilityManoeuvrability.
  • Gain +1 Ship Health Dice Pool next turn.
  • Gain DistanceDistance
    based on SpeedSpeed.
  • Prevent DMG to Ship CrewCrew
    based on ArmourArmour.
Example
cards
Hold Fast Crowd on Sail Ease the Helm Bear Off Keep Her True

Parley or Barter

Gain enough AdvantageAdvantage. Gains and losses to AdvantageAdvantage and damage do not depend on ship stats during this objective.

Blue cards
First card Second card Third card Fourth card
Typical
card
effects
  • Prevent random loss to AdvantageAdvantage.
  • Gain +2 Ship Health Dice Pool next turn.
  • Gain random AdvantageAdvantage.


  • Gain more random AdvantageAdvantage.


  • Prevent random loss to AdvantageAdvantage.
  • Gain random TreasureTreasure.
Example
cards
Conviction Bold Proposal Silver Tongue Leverage

Plunder

Loot TreasureTreasure! Many effects do not depend on ship stats during this objective.

Automatically ends when you reach 100/100 TreasureTreasure.

Blue cards Yellow cards
First card Second card Third card Fourth card Fifth card
Typical
card
effects
  • Ends the objective.
  • Gain random TreasureTreasure.
  • Prevent DMG to Ship CrewCrew
    based on ManoeuvrabilityManoeuvrability.
  • Gain more random TreasureTreasure.
  • Gain even more random TreasureTreasure.
  • Prevent DMG to Ship HealthHealth
    based on SpeedSpeed.
  • Next turn, all
    Opponent Ship Health Dice Results are 0.
  • Prevent DMG to Ship CrewCrew
    based on ArmourArmour.
Example
cards
That's Enough Pillage Ransack Blood & Coin Out of Nowhere

Threaten

Reduce the Opponent's Ship HealthHealth and Ship CrewCrew below 75%.

Blue cards Yellow cards
First card Second card Third card Fourth card Fifth card
Typical
card
effects
  • Prevent DMG to Ship HealthHealth
    based on ManoeuvrabilityManoeuvrability.
  • Deal DMG to Ship HealthHealth
    based on Boarding damageBoarding damage.
  • Gain fixed 5 TreasureTreasure.
  • Deal DMG to Ship CrewCrew
    based on Boarding damageBoarding damage.
  • Prevent DMG to Ship CrewCrew
    based on ManoeuvrabilityManoeuvrability.
  • Deal DMG to Ship HealthHealth
    based on Boarding damageBoarding damage.
  • Prevent DMG to Ship HealthHealth
    based on SpeedSpeed.
  • Deal DMG to Ship HealthHealth
    based on Boarding damageBoarding damage.
  • Gain +1 to Ship Health Dice Pool next turn.
Example
cards
Nice Try Torch & Plunder Make Them Bleed Nasty Harpoons Deafening Guns

Traverse

Gain enough DistanceDistance.

Blue cards Yellow cards
First card Second card Third card Fourth card Fifth card
Typical
card
effects
  • Prevent DMG to Ship CrewCrew
    based on ManoeuvrabilityManoeuvrability.
  • Gain +1 Ship Health Dice Pool next turn.
  • Gain DistanceDistance
    based on ArmourArmour.
  • Take extra
    random DMG to own Ship HealthHealth.
  • Gain DistanceDistance
    based on ManoeuvrabilityManoeuvrability.
  • Prevent random DMG to SuppliesSupplies.
  • Gain DistanceDistance
    based on SpeedSpeed.
  • Gain +1 Ship Health Dice Pool next turn.
  • Gain DistanceDistance
    based on SpeedSpeed.
  • Prevent DMG to Ship CrewCrew
    based on ArmourArmour.
Example
cards
Heads Down Into the Breach Keep Moving Ride the Swell Stay the Course

See also