Sealed Deck Game v1.0
Opening Packs
Each player will open a pack, take 1 ship,
crew or treasure and pass the remaining pack on to their left. The items taken
can be used later by the player for their fleet. All islands go into a pile in
the center
Island Placement
- Each player will begin
with a home island with a heavily gunned fort on it (provided).
- Home islands will be
placed 3L from the edge of the board, equidistant from each other.
- Each player will place 6
islands from the pile in the center. Using a fog/die for direction placed on
the center of the players home island roll a die for distance.
- 2L
- 2L + 1S
- 3L
- 3L + 1S
- 4L
- 4L +1S
For any island that would be placed off the map
reroll direction and distance but using the center as the
starting point not the players island. For each island roll another 1d6. On a 1 or 2 flip it over, if it is
terrain place it as terrain instead of an island.
- Randomly place 3 treasure
of any type on each wild island.
The Cursed Element
- Cursed ships or Sea Monsters
will be provided
- These are considered
friendly to all ships of the same nationality but considered opposing to all
others.
- On a players turn, they
may choose to give any amount of their allotted actions for that turn to the
Cursed. For example, if I have 3 ships (3 actions) and the Cursed has 3 ships,
I can give up to my 3 actions to control their 3 ships. In another example, I
can give just 1 action to control one of their ships and save my remaining 2
actions to move my ships this turn.
- A Cursed ship
automatically gets to retaliate after an attack from a player's fleet.
- While you are in control
of the Cursed and they come in contact with one of your ships that is
considered a ram attack.
- All actions available to
you are available to the Cursed in a turn.
- Cursed can be given
actions on consecutive turns by different players but players can only give
them actions on their turn.
- Cursed will be placed with
the above island rules from the center of the board.
- Gold on sunken ships is
assigned to the Cursed.
- Any player may spend the
Cursed gold as a free action during their turn to purchase new Cursed Ships and
Sea Monsters from those available. Place with the above island rules from the
center of the board
Building Fleets
- You have 40 points to
build your starting fleet with.
- During play as a free
action a player may purchase additional crew or ships for their point value in
gold. You can only pay for this with gold from your home island. You can make
change as necessary. You cannot give a ship an action if you purchased it this
turn. Ships can be built from any ships you took during the draw, or from your
own sunken ships. Gold must be at the home fort in order to spend it (duh). To
build a ship requires an action for the fort, recruiting crew is a free action.
Building/recruiting cost an amount of gold equal to its points cost. For
example, to recruit a captain would be a free action but would cost 3 gold, but
building a Deliverence would cost the fort an action
and cost 19 gold. Named crew (anything not in the rulebook) can be included in
the initial fleet, but can not be purchased. Gold spent in this way is removed
from the game. A ship may not perform any actions the turn it is built. A built
ship is placed bow-to-home island.
- You may cash in a ship for
its point total in gold. Only ships with all their masts may be cashed in.
- As a free action a player
may purchase repairs for ships docked at your home island. The cost is
two gold and there is not a limit to the number of repairs
per turn. You can only pay for repairs this way with gold from your home
island. You may still repair with a shipwright or at your home island per the
standard rules.
- Once a players
fort is destroyed they can no longer build new ships or buy new crew.
Victory
Eliminate the other player's
forts and ships.