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

  1. Each player will begin with a home island with a heavily gunned fort on it (provided).
  2. Home islands will be placed 3L from the edge of the board, equidistant from each other.
  3. 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.
    1. 2L
    2. 2L + 1S
    3. 3L
    4. 3L + 1S
    5. 4L
    6. 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.
  4. Randomly place 3 treasure of any type on each wild island.

The Cursed Element

  1. Cursed ships or Sea Monsters will be provided
  2. These are considered friendly to all ships of the same nationality but considered opposing to all others.
  3. 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.
  4. A Cursed ship automatically gets to retaliate after an attack from a player's fleet.
  5. While you are in control of the Cursed and they come in contact with one of your ships that is considered a ram attack.
  6. All actions available to you are available to the Cursed in a turn.
  7. Cursed can be given actions on consecutive turns by different players but players can only give them actions on their turn.
  8. Cursed will be placed with the above island rules from the center of the board.
  9. Gold on sunken ships is assigned to the Cursed.
  10. 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
  1. You have 40 points to build your starting fleet with.
  2. 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.
  3. You may cash in a ship for its point total in gold. Only ships with all their masts may be cashed in.
  4. 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.
  5. 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.