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PPDC Rulebook

The document outlines the rules and mechanics for playing the Pirates of Davy Jones' Curse game, including how to set up the game, create fleets, and perform various actions such as moving, exploring, and shooting. It introduces new features like Black Mark and Sea Monster keywords, and describes the roles of crew, ships, and treasure in gameplay. Players can engage in strategic actions like ramming, boarding, and scuttling ships while adhering to the established rules for movement and combat.

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0% found this document useful (0 votes)
12 views2 pages

PPDC Rulebook

The document outlines the rules and mechanics for playing the Pirates of Davy Jones' Curse game, including how to set up the game, create fleets, and perform various actions such as moving, exploring, and shooting. It introduces new features like Black Mark and Sea Monster keywords, and describes the roles of crew, ships, and treasure in gameplay. Players can engage in strategic actions like ramming, boarding, and scuttling ships while adhering to the established rules for movement and combat.

Uploaded by

highway.tom
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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player then chooses a different island to be the second player’s Free action.

Unless a game effect specifically requires


home island, and that player places his or her ships so that one of the four actions, that effect is a free action. Free actions
their bows touch that island. The remaining islands are called happen automatically and immediately. A free action does not
wild islands. count as a ship’s action for the turn on which it occurs.

Placing Crew Moving


If you have chosen crew, put them face down either on your A ship cannot move through an island or another ship. If a
home island or on the deckplate card of the ship to which you ship has a combination move, such as L + S, you may choose to
assign them. Each crew takes up one cargo space on a ship. No move her either L or S first, though she may change direction
Complete Game matter what a ship’s cargo capacity, it cannot carry crew with a only between each measurement. If a ship touches another ship
Now that you have mastered one ship, it’s time to create a combined point cost higher than the ship’s point cost. or an island during her movement, she must stop, even if she
fleet, search for treasure, and hunt your enemies in a complete could move farther that turn.
Pirates of Davy Jones’ CurseTM game. The quick-start rules you Crew can use their abilities only on ships, never on
have learned so far still apply—just add these rules to what you islands. If a crew and ship are not of the same nationality, that Derelict. A ship is derelict (cannot move) if she has no
already know! crew cannot use its ability while on that ship. A crew with a masts. A derelict may be given only explore or repair actions.
point cost of 0 may be assigned only to a ship that shares its A derelict can still carry treasure and crew. If a derelict ship is
New Game Features nationality. You must reveal (turn face up) a crew when using hit, she sinks.
Black Mark and Sea Monster are new keywords. its ability, and it must remain face up the remainder of the The following game functions may be performed using a
game. move action or as the result of a move action.
Creating a Fleet
Linked crew and ships. Some crew are “linked” to other
Each ship and crew has a point cost and belongs to one of eight
crew and ships (as noted by the symbol printed on their Dock
nations: cards). When two linked crew are assigned to the same ship, You cannot dock at an opponent’s home island. As a free action,
that ship gets +1 cargo space. In the same way, if one crew is a ship docked at an island may drop off and board crew, or
America England transfer crew to and from another ship docked at the same
assigned to a ship to which it is linked, that ship gets +1 cargo
France Pirate Spain space. Multiple links on the same ship stack; that is, a ship gains island.
+1 cargo spaces each time two linked crew are assigned to her, Unloading treasure. When you dock at your home island,
Barbary Corsair Jade Rebellion or a crew linked to her is assigned to her. you must unload all treasure worth gold points; this is a free
action.
Cursed Placing Treasure
Each treasure coin is printed with a number indicating how Ram
much gold it is worth. For a 40-point game, each player should After a ship resolves a move action, if any part of her bow
To create a fleet, determine the build total at which you contribute eight treasure coins totaling 15 gold points. Shuffle physically touches any part of an enemy ship, you can ram that
will play your game. We recommend a game with a 40-point this treasure with the numbers face down, and then randomly ship as a free action. Roll one d6; if the result is higher than
build total; that is, choose ships, crew, sea monsters, and events distribute four coins to each wild island. the number of masts remaining on the enemy ship, the enemy
(crew, events, and sea monsters are optional) with a combined Unique treasure. Some treasure is unique. A player cannot ship’s player must choose and eliminate (remove from the
point cost up to 40 points. Any build total may be chosen as contribute more than one unique treasure with the same name game) one mast from that ship. Unless the enemy ship becomes
long as both fleets use the same build total. Each ship must fly to the total treasure contributed to the game. At the beginning derelict from being rammed, the ramming ship automatically
her nationality’s flag from her stern (rear of the ship); players of the game, each unique treasure is worth 0 gold. A unique becomes pinned. Ships cannot ram each other while they are
may build mixed-nationality fleets. treasure’s value may change later in the game, depending on its pinned.
ability text. Players can insert unique treasure into the treasure Pin. A ship is pinned when her bow is in contact with any
Choosing Events that is randomly sorted and placed on islands. If you contribute
Events are special cards you purchase when building your fleet. part of an enemy ship. The pinned ship can’t move until the
unique treasure, however, the rest of the treasure you other ship moves away or is derelict.
The point cost of each event counts toward the game’s build contribute must still total 15 gold points (for a 40-point game).
total, and each event is printed with ability text explaining Board. After a ship rams another ship, either player may
when and how to play it. Events are not necessarily assigned to Rules of the High Seas initiate one (and only one) boarding party as a free action; the
ships during setup. Here are some game concepts important to the Pirates of Davy player whose turn it is decides first. Each player rolls one d6
Jones’ Curse rules: and adds the result to the number of masts remaining on his
Setup or her ship involved in the ram. The player with the highest
The game can be played on any tabletop or other flat surface. • Six-sided dice are abbreviated “d6.” total may eliminate one crew on, or steal one treasure from,
Each player rolls a d6 (reroll ties). The player who rolls the • Ability text (found on the fronts of cards) supercedes the other ship.
highest result is the first player; the other is the second player. these rules; that is, abilities are meant to be exceptions to
these rules. The only rule that is never superceded is that Tow
Placing Islands a cannon die roll result of 1 always misses. After a ship is given a move action, if any part of her is
For a 40-point game, players must use six islands. If you don’t • Flavor text (found on the backs of cards) has no bearing touching the bow of any derelict, she can tow that derelict as
have enough islands, use similarly sized and shaped objects to on game play; it is there merely to tell part of the game’s a free action. As a free action, move the derelict so that her
represent them and make up the difference. Starting with the story. Reference a card’s ability text to see what it can do bow touches the stern of the towing ship. The towed ship and
first player, players take turns placing an island on the play in the game. any crew and treasure on that ship become part of the towing
area. Islands must be placed at least 3 L bars, but not more than player’s fleet.
6 L bars, from each other. • Two sources of the same ability text on a ship (such as
from the ship and a crew, or from one crew and another The base move of the towing ship becomes S; the towed
Placing Terrain crew) do not stack; that is, you may use that ability on ship moves with the towing ship as a free action. When the
that ship only once each turn. towing ship docks, dock the towed ship at the same island as a
Terrain is printed on the backs of islands. Using terrain in your free action.
games is optional. If you use terrain in your game, players • The bow of a ship is a zone at the front of the ship.
should agree on the number of terrain pieces that will be used; It begins where the front of the ship actually touches Exploring
we recommend that players place the same number of terrain the table and extends forward (including any masts, If a ship begins one of your turns docked at a wild island, give
pieces, in the same order that they placed islands. Terrain may mastheads, etc.). her an explore action to look at all the treasure on that island
be placed anywhere on the play area, but each piece must be • Play with good sportsmanship and have fun! (without revealing it to the other player) and choose as much
placed at least 1 S bar from any island or other piece of terrain. treasure as you want to take (within the ship’s cargo capacity
See “Terrain Types.” limits). Place each chosen treasure face down on the ship’s
Actions deckplate card. Any treasure not taken is left face down on the
Choosing Home Islands The first player takes the first turn and is able to give one of island.
The second player chooses which island will be the home island four actions (move, explore, shoot, or repair) to each of his or
of the first player. The first player places his or her ships so her ships. You may give actions only to ships in your fleet. When you leave a wild island, mark that you have
that their bows (fronts of the ships) touch that island. The first explored it by leaving a streamer (or other token) on the island;
if you dock at an island with your streamer on it, you can rear of the ship) in any direction after she completes a move stern touching the number on the fog bank that matches the
explore it as a free action after docking. action. If derelict, this ship may move S. die result; she can face in any direction away from the fog bank
Ghost Ship. If a ship has this keyword, or a crew aboard and is no longer lost. Begin moving the ship from that point.
A unique treasure does not take up a cargo space. A
unique treasure must be taken by the first player to explore a ship has this keyword, decide if the ship is ghostly at the
beginning of each of your turns. If ghostly, the ship gains the Reef
the island on which it is placed. Place it face up on the ship’s When any part of a ship moves onto a reef, roll one d6. The
deckplate card; any ability a face-up unique treasure has comes following abilities: She ignores islands, terrain, and other ships
when moving; she may not end a move with any part of her result is the reef’s rating until the end of that player’s turn.
into play as a free action. Place the die result on the reef to remind you what the rating
physically overlapping an island or another ship; she may not
You may also explore any allied ship or derelict that your be rammed or pinned; and she may not dock. is. Compare the rating to how many masts the ship had when
ship touches, which allows you to transfer crew and treasure she was constructed. If the reef’s rating is lower than this
between ships. Junk. This ship’s masts do not block her line of fire. number of masts, the ship has a number of masts eliminated
Limit. You may have only one card with this keyword in equal to the difference.
Shooting your fleet.
When a cannon shoots, draw an invisible ˝line of fire” from For example, if a 3-masted ship sails over a reef with a
the associated mast’s center point to any part of the target. If Marine. A crew with this keyword may be dropped off on rating of 4, no masts are eliminated. If a 4-masted ship sails
this line crosses your own ship’s masts or sails, any island, or any island (except on an opponent’s home island). Whether on over a reef with a rating of 2, two masts are eliminated. If the
other ships (other than the target the line is being drawn to), a ship or an island, it may be given its own shoot action each reef rating and number of masts are the same, no masts are
turn, just like a ship; it has a -rank gun. Opposing players eliminated.
the shot cannot be made. You cannot shoot at ships docked at
their home islands, and you cannot shoot at a member of your may target this crew with shoot actions only if it is on an If a ship ends her movement partially on a reef, she does
own fleet. island, but it must be hit twice in the same turn in order to be not have to roll to see if masts are eliminated when she moves
eliminated—a single hit has no effect. Unlike other abilities, off of the reef.
A die roll result of 1 automatically misses. the Marine ability does stack. For example, if two crew with
Marine are assigned to the same ship, they may both use it on If a ship takes more damage than the number of masts
Sinking a ship with treasure on her. Add together all the remaining as a result of sailing over a reef, she is wrecked and
gold on the sunken ship and divide it equally between the the same turn.
remains on the reef; a wreck blocks movement and lines of fire.
ship’s controller and the player who sank the ship. If the total Ransom. If a crew with this keyword is transferred to an To signify that a ship is a wreck, remove one of her hull pieces.
gold cannot be divided equally, the player who sank the ship enemy ship, it becomes treasure worth 5 gold to the capturer. This will cause the ship to “lean” onto the reef and look like
gets the greater amount. Place treasure you gain in this way on If eliminated by an opposing player, it becomes treasure worth she is wrecked there. Any crew or treasure on a wreck remains
your home island as a free action. Unique treasure is removed 1 gold to that player and appears on that player’s home island on the wreck, and wrecks may be explored.
from the game when it sinks. as a free action.
Sinking a ship with crew on her. Crew on a sunken ship Sea Monster. A game piece with this keyword is made Sargasso Sea
are removed from the game. up of segments that act as masts in the game. These segments When a ship sails over a Sargasso Sea, roll one d6. The result
come in many different forms, such as tentacles, coils, heads, is the Sargasso Sea’s rating until the end of that player’s turn.
Scuttling tails, and so on. A sea monster may be given only move and When a ship sails over a Sargasso Sea, compare the rating to
Sometimes you may want to sink your own ship rather than shoot actions. A sea monster’s movement is measured from how many masts the ship had when she was constructed. If the
have her fall to your opponent. At any time during your turn, the white dot on its base or the edge of its base nearest the Sargasso Sea’s rating is higher than the number of masts, the
you may give one of your derelict ships a free action and tentacles. A sea monster cannot be assigned crew. Before each ship is tangled in the weeds and may not be able to move.
declare that you plan to scuttle that ship. Roll one d6. On a turn, a sea monster’s controller decides if it is submerged or on
the surface. If submerged, a sea monster may only move—not For example, if a 3-masted ship sails over a Sargasso Sea
result of 5 or 6, that derelict ship sinks at the beginning of your with a rating of 4, she is tangled. If a 4-masted ship sails over
next turn. If an opponent begins to tow that ship before the shoot or be shot at. If it is on the surface, it acts like a ship with
the following modifications. a Sargasso Sea with a rating of 2, the ship is unaffected. If the
beginning of your next turn, the scuttle attempt fails. All crew Sargasso Sea rating and the number of masts are the same, the
and treasure on a scuttled ship are removed from the game A sea monster pins a ship if it rams any part of the ship is unaffected.
when she sinks. ship; it cannot be pinned. After winning a boarding party, a
sea monster cannot choose to take crew. If it chooses to take a If a ship is tangled, you may use her action for the turn
Repairing unique treasure, eliminate that treasure. A sea monster cannot to try to free her. Roll one d6 and add the current number of
The repair action allows a ship docked at her home island to tow. A sea monster cannot be assigned crew. A sea monster is masts on the tangled ship to the result. If the result is more
repair (bring back into play) one mast. eliminated immediately if it has no segments. than 6, the ship is untangled. Orient the ship in any direction,
with her stern touching any edge of the Sargasso Sea. She may
Keywords Schooner. As a free action, a ship with this keyword may be given a move action to move normally next turn.
A keyword represents an ability a card has. If a card has a rotate on her stern (the rear of the ship) in any direction after
she completes a move action. She may not use this ability if Winning the Game
keyword, it appears in bold on the front of the card. When she has just rammed another ship. The first player to get more than half of the starting treasure
playing that card, follow the rules of that keyword in addition
Turtle Ship. When this ship is hit, remove one of her (measured in gold points) to his or her home island wins the
to any other ability text the card might have.
turtle shell panels. When no panels remain, remove masts game! After the game, return any ships that changed fleets
Black Mark. This crew may start the game as if it belongs as normal. This ship cannot be boarded if she has turtle shell (such as if a player towed a derelict belonging to another
to the Cursed nation instead of its nation. If it does, place it face panels. If derelict, this ship gains a base move of S. player back to his or her home island) during the game to their
up on the ship to which it is assigned; that ship is considered owners.
to fly the Cursed flag instead of the flag of her nation. If placed Terrain Types Keeping treasure won. As an optional rule, the winning
face up in this way, this crew’s point cost is increased by 1. The following terrain types have many effects on game player may permanently keep all the treasure used in the game
Broadsides Attack. When a ship with this keyword is play, such as blocking line of fire, hindering movement, and except for the treasure located on the home island of the other
given a shoot action, you may choose to reduce each of her damaging ships. player.
cannons to range and shoot at only one target. Roll only one
d6; the result must be higher than each cannon’s rank. If it is, Fog Bank
all cannons hit, and the ship also gets one extra hit. No other A fog bank has the numbers 1–6 printed around its edges. Now that you’ve built a fleet and played the complete Pirates
abilities may apply to this action. When any part of a ship touches a fog bank, the entire game, go to www.wizkidsgames.com to view a photo gallery
Fear. For each target enemy ship within S of this ship ship must be placed within the fog bank as a free action; the of all the ships and game pieces. While there, you can view our
at the beginning of this ship’s turn, roll a d6. On a result of ship’s turn ends, even if she could move farther that turn. A how-to-play animations, find stores in your area, learn how
5, none of the target’s ship or crew abilities may be used this ship in a fog bank is lost. Lost ships cannot shoot, be shot at, to host Pirates league nights, print out fun scenarios to play
turn. On a 6, the target’s base speed is S on her next turn. ram, pin, or board other ships. Fog banks block lines of fire. at home (including rules for forts and playing with more than
two players), chat with other fans, and find out more about
Galley. A ship with this keyword cannot pin or be pinned. Ships exit fog banks in random directions. When a ship future Pirates releases and promotions.
If this ship rams, she cannot eliminate a mast from the rammed is given a move action to exit a fog bank, roll one d6 before
ship. As a free action, this ship may rotate on her stern (the moving her. Place the ship outside of the fog bank with her
©2006 WizKids, Inc. All rights reserved. Pirates of Davy Jones’ Curse and WizKids
are trademarks of WizKids, Inc.

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