Sealed Deck Game v2.0
Opening Packs
Each player will open a pack, take one ship, crew, or event
and pass the remaining pack on to their left. The items taken
can be used later by the player for their fleet. All islands, rules, foil and dice are discarded. Unique treasure go into the gold pile in the center for placement on wild islands. Direction of pass alternates when the second pack is opened, and alternates back and forth each round afterwards.
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.
- Davy's Jones volcano goes in the center. It is a wild island.
- Kris will place the islands with the special Kris Jones (TM) method that places islands 1 S away from his home island and at least 2 L away from all others.
- Randomly place 5 treasure of any type on each wild island.
Building Fleets
- Each players has 40 points to build their starting fleet with from the cards the drew earlier.
- Fleets may be of mixed factions but crew faction must match the ship faction. (ie. no Pirate captains on English ships). Unless allowed by crew or ship abilities.
Forts
- A players home island fort may take 1 of 2 actions: Shoot or Buy each turn.
Buy Action
- A Buy action allows the player to purchase additional ships from the gold on their home island.
- Change can be made as needed
- New ships can be purchased from the players stack of additional ships taken during the draw or from thier own sunken ships.
- Ships start out bow in to the home island and can not take and action until the players next turn.
- A fort can recruit crew as a free action from the gold on their home island. Named crew (anything not in the rulebook) can be included in
the initial fleet, can be purchased.
- Gold spent during a Buy action goes to Davy Jones for purchase of Cursed units.
- Players may cash in a ship or crew at thier home island 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 their home island. The cost is
two gold and there is not a limit to the number of repairs
per turn. Players can only pay for repairs this way with gold from your home
island. Players 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.
The Cursed Element
- Cursed ships or Sea Monsters will be provided. The Cursed start with a 40pt fleet using Davy Jones volcano as thier home island.
- These are considered friendly to all Cursed ships but considered opposing to all others.
- On a players turn, they
may choose to give none, some or all their ships actions for that turn to the
Cursed rather than using it for thier own ships. Any ship docked at the players home island can not give its action to the Cursed.
- Each players home fort's Buy action can be used to Buy additional Cursed instead of ships for the players fleet. Forts can not give other actions to the Cursed. The money to purchase additional Cursed comes from any gold lost on sunken ships and any gold spent by the players. Gold spent on Cursed is removed from the game.
- A Cursed ship automatically gets to retaliate after an attack from a player's fleet. If it survived the attack.
- While a player is in control of the Cursed and the Cursed come in contact with the players ships that is considered a ram attack.
- Cursed can be given actions on consecutive turns by different players but players can only give them actions on their own turn.
- Each Cursed can only be given 1 action per turn.
- Cursed start docked to Davy Jones' Volcano.
- Gold on sunken ships is assigned to the Cursed.
Victory
Eliminate the other player's
forts and ships.