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Archipelago of Gold

Introduction These rules are designed to use the Wiz kids Constructible Strategy card ships and forts. These cards come from different sets called, Pirates of the Spanish Main, Pirates of the Crimson coast, Pirates of the Revolution, Pirates of the Barbary Coast, and Pirates of the South China Seas. From this point on, these ships and crew cards will be referred to as Pox. These rules borrow heavily from Wooden Ships, Iron Men Lite by John OHaver, and Exploits on the Spanish Main by Ryan Moore. What Is Required to Play? A game needs at least 4 islands and ships of different nationalities for as many players as needed, crew chits, at least 5 6 sided dice, the small dice that come with the cards, 1 standard deck of playing cards, and a standard hex map, either the back of a Battletech map, or a sea hex map will do. The Setup First, set up the map(s) with the hexes going the same direction on all maps. Next, add at least 1 island per quarter of the map and up to 3 islands per quarter. I use homemade islands for this, because I have made islands with shallow waters all around them, and they fit in the hexes nicely, but you can use Pox islands for this purpose. If you use Pox islands, remember that ships cannot get any closer than one water hex all around the island because of the shallows. Next, each player picks an island, this can be done by each player rolling a die and going in order from largest roll to smallest picking each players home island. Each player places 1 black die from the cards on his home island to represent a settlement, and one crew chit with the flag side up, to show which islands are whose. Each player starts with 8 gold and 20 battle points from which to choose ships and crew. Each player takes a blank ship/crew sheet and after buying ships and crew with battle points, marks the sheet with the appropriate ship information. Each player starts out with the following crew: Helmsman, Helmsman X, Cannoneer, Explorer, Musketeer, Shipwright and Captain. Each player may use gold, or battle points to buy additional crew such as, Legendary Captain, Admiral, or extra Explorers. Each player picks a playing card to represent his crew, and marks that playing card on his ship/crew sheet for each crew. Extra cards are removed from the deck. Once everyone has their cards marked on their sheets, these playing cards are shuffled and set aside for play. Now for each island not claimed by a player, roll 1 die and place that many treasure coins randomly number side down on the island. These islands are wild islands, and this is the treasure you are after. The Islands There are three types of islands, home islands, settled islands, and wild islands. Home islands are the islands that players start out on, settled islands are islands that have been explored and a settlement, or city has been built on it, wild islands are islands that have never been explored and are full of natural resources represented by the treasure pieces on them. Forts Each player can only build one fort, which is built on his/her home island. Forts come with 5 guns represented by flags. Forts have a battle value of 7. Every fort has a 360-degree field of fire.

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Archipelago of Gold
Forts only have gun hits and do not take a line on the Ship/Crew sheet. Forts automatically have extraordinary Gun Crews. Forts fire when the Musketeer is drawn. Forts cannot get rake bonuses, but all hull hits are doubled due to plunging fire. Because of this, forts can fire over other ships. A forts guns are only damaged when a 3 is rolled for damage. Forts cannot be grappled or boarded. The Ships There are 13 classes of ships in the basic game, but there are only 5 types of ships. There are; Forward and Aft rigged ships (hereafter referred to as FA), which are schooners and sloops, Square rigged ships (hereafter referred to as SR), which are the 5 masted ships of the line (SOL) to the 2 masted frigate, Junks (Chinese junks from South China Seas), Turtle ships (also from the South China Seas), and Merchant ships, which, for the basic game, are 2 and 3 masted square rigged ships with a Spanish pennant on the highest mast. In the advanced rules, merchant ships can be from a 5 masted SOL to a 1 masted sloop. Ship Class 5 Mast 100 gun SOL 4 Mast 75 gun SOL 3 Mast 2 deck SOL/3 Mast Junk 3 Mast 1 deck Frigate 2 Mast 32 gun small Frigate/2 Junk 4 Mast Schooner 3 Mast Schooner 2 Mast Schooner 1 Mast Schooner (Sloop) 6 Mast Junk 1 Mast Turtle Ship 3 Mast 1 Deck Merchant 2 Mast 1 Deck Merchant Battle Value 25 20 15 15 10 13 10 7 5 24 9 9 6 Hull 15 12 9 9 6 8 6 4 2 12 4 9 6 Gun/Crew 5/side 4/side 3/side 3/side*** 2/side 4/side 3/side 2/side 1/side 5/side 1/side** 3/side 1 2/side
1

Rigging 8/7 6/6 5/4 5/4 3/3 4/4 3/3 2/2 1/1 6/6 2/2 5/4 3/3

Cargo 0 0 0 0 0 0 0 0 0 0* 0 3 2

Build Cost 14 10 8 7 6 9 7 5 3 13 4 5 4

* If the 6 Mast Junk is a merchant junk (advanced rule), it can carry 6 cargo ** Turtle ships also carry 1 gun in the bow represented by a 2nd gun/crew section on the port side. This gun fires out the front three hexes and is not part of a port broadside. 1 Merchant Ships have no guns, this represents crew. It only takes one hit in each Gun/Crew section to destroy that section. (For more information on Merchant Ships, see advanced rules) *** 3 mast 1 deck Frigate start with 1 prerecorded hit on the last empty box of each side. Battle Value Page 2 of 14

Archipelago of Gold
Battle Value is the cost of the ship in the beginning of the game when each player decides which ships they want and purchases them from their beginning battle value. Build Cost is the cost in treasure to build a ship once the game begins. Each ship takes as many turns to build as it has masts; hence, a 5 masted SOL takes five turns, while a 2 masted small frigate takes two turns. Special Situations and Attributes and Cost in Battle Value: Extraordinary Gun Crew- Add 1 point per mast per ship with this ability Legendary Captain- Add 2 points to his ship Admiral- add 4 points to his flagship Wind Direction and Ship Speed This chart shows the wind direction relative to the Pox model, and is useful for determining whether the model is sailing into the wind or with the wind.

If the wind is blowing at the stern of the model, in the direction of 3, 4, or 5, the ship is sailing with the wind. If the wind is blowing at the bow of the model, in the direction of 1, 2, or 6, the ship is sailing into the wind. Ship Movement and Speed SR ships move 2 hexes with the wind and 1 hex into the wind, and may only turn once in any hex per turn. FA ships move 3 hexes with the wind and 2 hexes into the wind and may turn twice in any hex per turn. Junks move and turn the same as SR ships. Turtle ships move and turn like FA ships. Sloops move per sloop rules in optional section. Ships pivot at the bow or stern when they turn. Each hex moved or hex side turned counts as 1 movement. Ships move when the Helmsman or Helmsman X cards are pulled. The Turn First, all players collect 2 treasure for every settlement, and 3 treasure for every city. This payment is collected at the beginning of every turn, except the first turn. The cards representing the crews of all the players are shuffled together, and one player pulls the first card. All players compare that card with the cards written down on their Ship/Crew Sheets to see which action to take. The Player whose crew matches the card drawn then performs an action appropriate to that crewman. For example, if a 5 of hearts is pulled, the player who wrote down the 5 of hearts on his sheet finds the crewman who he wrote the 5 of hearts down for, and takes the appropriate action. After this player performs his action, another card is drawn and that player performs his action,

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Archipelago of Gold
and so on until all cards are played. Once all cards are played, the turn is over, the deck is reshuffled and play resumes with the player to the left of the player that pulled the cards in the last turn, pulling the cards. Crew Actions Helmsman- When the helmsman card is drawn, that player may move all his ships the appropriate number of hexes according to ship type and wind direction. Movement is covered above. Helmsman X- When the helmsman X card is drawn, that player may move any ships that have not had all their rigging in the first rigging section destroyed. When rigging is hit in combat (See Cannoneer) the rigging in the first section is marked off until the number of rigging points in this section have been matched by the amount of damage, then rigging points in the second section are marked off. If the ship still has rigging points in the first section, it may move when the helmsman X card is pulled. Explorer- When the explorer card is drawn, that player may move an explorer chit from a ship adjacent to a shallow water hex to a wild island. The next time this card is pulled, the explorer may uncover the treasure on the island, and if a merchant ship is within two hexes, may move the treasure to the ship. Once an island is explored, any merchant ship can offload treasure from it. Shipwright- When the shipwright card is drawn the player may repair 1 hull point, 1 gun crew, or 1 rigging point of any ship docked at his home island. A ship is considered docked if it is two hexes away (Remembering a ship cannot enter the adjacent hexes if using Pox islands) or adjacent hex if using Homemade islands. The shipwright card also allows you to start construction on ships, build settlements, cities, or a fort. Ships take as many turns as they have masts. The shipwright can only perform one of these actions per turn. However, if you have a city on another settled island, you may perform a maximum of two build actions per turn. Whatever action the shipwright performs, write the construction code on a sheet of paper, and what turn the action will be finished. The shipwright cannot perform any other actions until the current build is completed. A settlement is represented by one black die, a city is represented by two black dice, or one die of another color. Convert ship can convert a merchant ship into a warship, or a warship into a merchant, but no extra crew are given to SR ships. To gain the extra crew for a warship, you have to use the Re-Crew ship build.

Item Settlement City Fort Repairs Convert a Ship Recrew a Ship Legendary Captain Admiral Explorer Extraordinary Guncrew

Cost 5 8 10 1 2 1/Crew 12 15 10 18
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Turns 1 2 2 1 1 1/Crew 1/Crew 2 1 3

Code S C F R CS RC LC A E X

Archipelago of Gold
Cannoneer- When the Cannoneer card is drawn, that player may fire one broadside at the closest ship, from all his ships that can fire. Range is counted from the closest ship hex to the closest ship hex. Field of fire is the three hexes on each side of most ships, or the two hexes on the sides of a sloop. The Turtle ships also fire their one gun section from the bow through the three hexes adjacent to the bow hex. Once the range is counted, the player rolls 1 die for each undestroyed gun section on that broadside, or front of the Turtle ship. If the die roll is above the number of hexes to the target ship, the gun or guns hit. Each die rolled above the range is a hit. (If this ship posses Extraordinary Gun Crews a die roll equal to the range or above is a hit). Any dice that hit are rerolled to determine damage. The chart below shows damage by die roll to appropriate section on the ship sheet. Roll 1-2 3 4-5 6 Nation English American Spanish French Pirate Corsairs Jade Hit Location Hull Gun/Crew Rigging See Below Hit Location Hull Hull Gun/Crew Gun/Crew Rigging Rigging Rigging

Merchant ships gun/crew sections become Crew sections because they have no guns. All SR ships mark two in each gun/crew section before that section is destroyed, all FA ships and Merchant Ships mark one hit in each gun/crew section before that section is destroyed. Junks and Turtle ships are marked like SR ships, even though Turtle ships move like FA ships. An example of combat results is below.

Player A has a 3 masted Frigate, which is three hexes away from player Bs 3 masted schooner. The ships are facing starboard to starboard. Player A rolls 3 dice, one for each gun section facing the target ship, in this case the starboard side, he rolls a 1, 3, and 4. The 1 is a miss, if Player A does not have Extraordinary Gun Crews the 3 is a miss. The 4 hits because the 4 is greater than 3- the range to the target. The die is re-rolled and he rolls a 3. Player B now marks off one of his gun/crew sections on the side that faced the ship that fired at it, the starboard side. The first example ship record shown is the Duke, Player Bs three masted schooner before any damage was done to it. To record the gun/crew damage, Player B would mark a \ in one of the starboard gun/crew sections to destroy that section.

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This ship record shows slashes in the first three Gun/Crew sections because it is a schooner. Schooners only take one hit in each Gun/Crew section to destroy that section, whereas SR ships take two. The last two boxes are marked with Xs because this ship only has 3 masts, and therefore three Gun/Crew sections.

This ship record is that of a 2 masted frigate. It has one hull hit, 2 Gun/Crew hits on the starboard side, and one on the port side. This ship has also recorded 1 rigging hit. If the ship had recorded 3 rigging hits on the 1st rigging section, this ship could not move when the helmsman X card is pulled. The fourth rigging hit would be recorded as a mark on the 2nd rigging section. When this ship records its 6th hull hit, this ship strikes its colors and surrenders. If it receives 7 hull hits, it is sunk and removed from play at the end of that turn. A surrendered ship cannot be fired upon, but may be captured by a boarding action (See Captain) For Gun/Crew sections hit, record slashes (/) first in all positions on the broadside hit, then if there is still damage; make the slashes into Xs. This is unless the ship is a FA ship, which already has slashes (/) recorded in each section. Special Combat There are a couple special rules of combat to explain. One is raking, and the other is Turtle ship archers. If a ship is in the row of hexes directly to the bow or stern of a target ship, and not more than two hexes away, that ship may perform a bow or stern rake. A bow rake does double damage to rigging (when rigging is rolled on damage table), and a stern rake does double damage to the hull (when hull is rolled on damage table). Example:

Player A is in the hex adjacent to the bow of Player Bs ship. Player A rolls three hits, and rolls again for damage. The roll is a 1, 3 and 5. Player B marks off one hull hit, one Gun/Crew section of his choice receives one hit, and marks off two on rigging. If the rigging was already damaged , say rigging for the 1st section is 8 and 7 damage is marked, then 1 more mark is made in the 1st rigging section and one mark is made in the 2nd rigging section.
Turtle ships not only carry a cannon in the bow of the ship, but they carry archers that shoot flaming arrows out of holes along the sides of the ship. The player who has a Turtle ship may, when his Cannoneers card is drawn, fire his cannons, or shoot flaming arrows at the target ships rigging. The to hit roll is the same as above except roll as if you had extraordinary gun crews and any hit is automatically a hit to the rigging of the target ship. If the Turtle ship was performing a bow rake, then every hit is counted as two rigging hits. Stern rakes by turtle ships have no further effect when using archers. Any destroyed Gun/Crew sections also take out the archers in that section. So in effect, this ship can fire one cannon per broadside, or one archer attack. Archers can also fire Page 6 of 14

Archipelago of Gold
out the front instead of the bow cannon. Forts- Every time you hit a fort roll a die, on 1-5 take out a flag (gun) until there are no flags left. The next hit destroys the fort. A 6 is always considered a miss on a fort. Musketeer- When the this card is drawn, that player may fire the cannons of his fort. Captain- When the Captain card is drawn, that player may perform one Command Action. Legendary Captain- When the Legendary Captain card is drawn, that player may perform two Command Actions with the ship the Legendary Captain is assigned to. Only the ship he is on can perform these Command Actions. Place a Legendary Captain crew chit on the ship that he is on at the beginning of play. Admiral- When the Admiral card is drawn, that player may perform two Command Actions on his own ship or give one Command Action to any friendly ship within 6 hexes of his flagship. Like the Legendary Captain, the Admiral is assigned to one ship. Place a red pennant or an Admiral crew chit on this ship. No ship can perform more than two Command Actions no matter what. Command Actions A) Move/Turn Action: The ship selected (or ship the Legendary Captain or Admiral is on) gets 1 movement point to move 1 hex straight ahead or turn 1 hex side regardless of ship type, rigging damage or current facing unless rigging is completely taken out. Ships with no rigging never get a move action from a Command Action or a Helmsman. B) Fire Action: The ship selected (or the ship the Legendary Captain or Admiral is on) may fire one undestroyed Gun/Crew section (roll one to hit roll) from either broadside at an eligible target. Turtle ships may fire their undestroyed bow cannon, or archers from one undestroyed Gun/Crew section. C) Grapple and Board Action: The generic captain may use a Command Action to grapple and board an adjacent ship. This is a ship that resides in at least two hexes adjacent to the side of the ship. A Legendary Captain can use this action on the ship the crew chit resides on. An Admiral can use this on the ship he resides on, or any friendly ship that is 6 hexes away or less. The grapple and board action is detailed below. 1. The two ships must be fully side by side, two hexes adjacent to two hexes. The player who drew the Command Action announces the Grapple and Board Action. Grappling is automatic. Push the two ship models together to show that they are Grappled. A player may choose to grapple but not board. A ship grappled may not be given move actions, and if the board action is unsuccessful, either ship may use another Command Action to ungrapple.

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2. Each player counts the total number of its undestroyed Gun/Crew sections on both broadsides. Undamaged Gun/Crew sections count as two on SR ships, one on FA ships, and three on turtle ships when being boarded, but two on Turtle ships when boarding. (do not count the bow gun/crew section) Each damaged Gun/Crew section counts as one. If one side out numbers the other with a two to one margin or more, the smaller crew immediately surrenders and the ship is captured.

3. The winner then records the surrendered ships stats including its current Rigging, Hull, and Gun/Crew damage on his own Ship/Crew Record sheet with the number of crew he wants to put aboard in the Gun/Crew sections. For each two crew, he marks an x in the capturing ships record, and erases damage in the surrendered ships record. For each one crew mark a slash (/) and erase one mark in the surrendered ship record. Remember to mark off uncrewed Gun/Crew sections on both records. The surviving original crew is considered to be locked up in the ships hold to be taken back to the winning ships home island. 4. If the two to one ratio has not been achieved, each player rolls one die. The smaller number is subtracted from the higher number and the low rolling ship marks off the difference in a Gun/Crew section of his/her choice from either broadside. In the case of a tie, both ships take one hit in a Gun/Crew section of his/her choice. Check the strength ratio again. If one side achieves a two to one superiority, it wins the boarding action at that instant. 5. If no one has achieved a two to one ratio during that Impulse, the boarders have been repulsed and the ships remain grappled. The next card is drawn from the deck. if the next card is 1. Helmsman or Helmsman X all other ships move normally, but grappled ships do not move, but may drift due to Storm (see advanced rules) 2. Cannoneer the owning player may fire any and all ships normally including the grappled ship. If the broadside takes out all the hull points (but not over) the targets strikes its colors and surrenders. The firing player then transfers at least one Gun/Crew section to the captured ship when the next Command Action is played. If the broadside destroys more than the starting hull points, the target ship sinks and the grapple is broken. Command Action a Command Action may be used to cut the grapples, fire one undestroyed Gun/Crew section, or reinitiate a boarding action. This counts toward the total Command Actions of the Captain, Legendary Captain, or Admiral card. Play continues normally until the grapples are broken, cut, or one ship strikes its colors or sinks. Grappled ships may be forced to surrender by a third ships fire.

3.

D) Strike the Colors: A ship will Strike its Colors (surrender) immediately when any of the following conditions occur: 1. All hull points are marked off as destroyed. 2. A ship has no rigging points and an enemy ship scores at least one hull hit or Gun/Crew damage from a raking position Page 8 of 14

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3. It has been boarded and its total remaining Gun/Crew hit points are out numbered by two to one. Captured Ships count double battle value. A ship that has struck its colors is not considered captured until a prize crew is put on board by a boarding action. Until then, it is just surrendered and as such cannot be fired upon. Captured ships with all hull points gone still may not take any actions. A Captured ship with no rigging points still may not be given any move actions. A floating hulk may never be boarded or captured. To capture the gold on a captured enemy merchant ship, you must first capture the ship, then take the ship to your home island. If the ship cannot move, you may grapple with one of your merchant ships and move as many treasure pieces as it will hold. War ships cannot carry gold. Victory Victory conditions may be an amount of treasure, or a battle value of ships built, captured and sunk plus any treasure on hand. I would use about 100 victory points for two players, and maybe about 300 victory points for more players. Victory points are battle values of any ships still in your navy, plus battle values of any ships you captured or sunk, plus all treasure on hand. Advanced Rules: A-1 Merchant Ship Classes Merchant ships are like their armed counterparts, but with the following exceptions: Merchant ships are unarmed and all Gun/Crew hits take out crew instead of guns and crew. Each merchant ship gets as many Gun/Crew sections as they have mast, except the 6 masted junk, which still only has five per side. Each Gun/Crew section must have one hit already prerecorded, as it only takes one hit to destroy a section. When all Gun/Crew sections are destroyed, the crew is dead and the ship has struck its colors. 1. Merchant ships only get 2 hull points per mast no matter what type of ship they are.

2. Merchant ships still move like their armed counterparts, a SR merchant ships still moves 2 with the wind, and 1 into the wind, and a FA merchant ship still moves 3 with the wind and 2 into the wind. Merchant sloops may still turn two hex sides in one hex and move freely over reefs. 3. Merchant ships never get Command Actions.

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The Table below shows all ship stats for merchant ships of all classes: Merchant Ship Class Battle Hull Gun/Crew Rigging Value 5 Mast Merchant 4 Mast Merchant 3 Mast 2 Deck Merchant/3 Mast Junk 3 Mast 1 Deck Merchant 2 Mast 1 Deck Merchant 2 Mast Junk 4 Mast Schooner 3 Mast Schooner 2 Mast Schooner 1 Mast Merchant Sloop 6 Mast Junk 3 Mast Junk 2 Mast Junk 17 13 9 9 6 10 8 6 6 2 5/side 4/side 3/side 3/side 2/side 8/7 6/6 5/4 5/4 3/3

Cargo 5 4 3 3 2

Build Cost 12 8 6 5 4

12 9 6 4 18 12 7

8 6 4 2 12 6 4

4/side 3/side 2/side 1/side 5/side 3/side 2/ Side

4/4 3/3 2/2 1/1 6/6 3/3 2/2

4 3 2 1 6 3 2

7 5 3 1 11 4 3

* In merchant ships, Gun/Crew sections are just Crew sections. Merchant ships are not armed. All merchant ship Gun/Crew sections have 1 prerecorded mark as it only takes 1 hit to destroy them. A-2 Events During setup a card is chosen to represent events. When that card is drawn, the player drawing the cards rolls a die. If the roll is a four or above, nothing happens. On a 1, there is a Storm. On a 2, there are Calm Winds. On a 3, The winds Change Direction. 1. Storm- When the storm is rolled, each ship is moved 2 hexes in the direction of the wind. All ships roll a die, and any ships that roll under a 4 take one hit on their rigging. Any ships that are grappled also take one hull hit. No move orders may be made, either by Helmsman, Helmsman X, or Command Actions. If a ship should run aground on a reef or island, that ship receives 4 hull points of damage (unless that ship is a sloop or blockade runner). If adding 4 points of damage to hull goes over available hull, then that ship sinks. Add 1 to all to hit rolls during the storm. Calm Winds- When calm winds are rolled, no further move orders may be given to any ships. Either from Helmsman, Helmsman X, or Command Actions. Ships may still fire at each other. Page 10 of 14

2.

Archipelago of Gold
Grappling and boarding may still take place, however if the ships are adjacent before the Calm Winds is in play. 3. Wind Change- When this is rolled, all players roll one die. Compare all die rolls, if there are more even numbers rolled, rotate wind direction 1 hex side left. If more odd numbers were rolled, rotate wind direction 1 hex side right. If there was a tie, winds do not change.

Optional Rules: O-1 Movement Option- One optional rule that I might try, is to have all Ships of the Line and SOL based Merchant ships pivot at the bow only. This would reduce the maneuverability of the large Ships of the Line. This would be more realistic, but might slow the game down, and would be harder

on new players to remember.


O-2 Sloops and Two Mast Sloop/Blockade Runners- Blockade Runners are the Forward Aft two masted ships that are not listed as schooners, like the HMS Lord Cauldwell. Two masted galley ships may be used for this purpose as well. One masted sloops are the one masted ships. Blockade Runners may also be called sloops, as they have some of the same characteristics: 1. Sloops/Blockade Runners only occupy 1 hex and have a smaller field of fire. The field of fire is the two hexes adjacent to the sides of the hex the model is in. Sloops/Blockade Runners get 3 MP when starting a Helmsman impulse sailing With the Wind and 2 MP when starting a Helmsman impulse sailing Into the Wind.

2.

3. Sloops/Blockade Runners may turn two hex sides in the same hex at a cost of 1 MP per hex side turned. 4. Sloops/Blockade Runners may move freely over Reef hexes. Blockade Runners- have two Gun/Crew sections per broadside, 3 Hull Hit Points, and 3 Rigging Hit Points. O-3 Schooner and Sloop Extra Crewman Optional Rule At the cost of 1 battle value or 1 gold and 1 turn per mast, you may buy extra crews for your schooners and sloops. So that it takes two hits to destroy a gun section instead of one. (See optional scenario rules) Note: This rule does not apply to merchant schooners and sloops! O-4 Merchant Ships Optional Rule When attacking merchant ships and the location roll is a six, there is No Effect. O-5 Optional Scenario Rules:

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For a more historical scenario use the following guidelines. 1. The total number of ships should not be more than four per map section, depending on the size of the maps. I use the back of Battletech tm maps. 2. Legendary Captains should command 3 masted ships or smaller, or schooners. 3. Admirals must be assigned to a Ship of the Line and be part of a squadron of three or more ships. 4. Buy the French and Spanish more ships, and the Americans and English more attributes. 5. Spanish and French squadrons may never buy more than one Legendary Captain. 6. Spanish and French should not buy extraordinary gun crews unless they have a Legendary Captain. 7. Pirates rarely buy Admirals, but may buy one Legendary Captain per ship. 8. Limit Pirates to Sloops and Schooners or at best a 3 masted SOL. 9. Pirates may buy extra crewman for sloops and schooners. This gives them 2 hits per Gun/Crew section for 1 extra gold and 1 extra build turn per mast. 10. Merchant ships cannot use extraordinary gun crews, Command Actions, or extra crewmen, but may ferry 1 explorer per mast to explore wild islands.

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O-6 Optional Special Treasure Rules Special Treasure Rule Regarding Special Treasure 1. Forged Papers Dock at any wild island and explore in the same turn. 2. Shipping Charts You may look at any face down treasure on any ship once. 3. Homemade Flag on the first turn that this ship is in range of an enemy ship it may fire at the enemy ship without being fired on. 4. Plague Eliminate all crew on this ship, this ship cannot dock, and any ship that touches this ship also has plague. 5. Trees Fully repair ship, then discard trees. 6. Ghostly Encounter Roll 1D6 for each crew member on this ship, eliminate on a 1. 7. Cross of Coronado Load face down, eliminate cross instead of 1 damage point anywhere. 8. Missionaries Eliminate all crew of this ship. 9. Rats All non-unique treasure worth one less than face value. 10. Relics When damage is rolled, give relics to attacker instead, attackers attack is then ended for that turn. 11. Wine You may dock at opponents home island and exchange wine for the treasure of you choice on enemy home island. This ship cannot be shot at by that islands fort once the ship is within 4 hexes. 12. Rum This ship must skip one entire turn, then rum is worth 6X number of crew. To use special treasure, place all special treasures face down on table and mix them up. Then draw two per player and mix those up in treasure to be placed on wild islands.

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Nam e: ID : H u ll: S tb G u n / C re w P o rt G u n / C re w S tb G u n / C re w P o rt G u n / C re w S tb G u n / C re w P o rt G u n / C re w S tb G u n / C re w P o rt G u n / C re w S tb G u n / C re w P o rt G u n / C re w S tb G u n / C re w P o rt G u n / C re w 1 s t R i g g i n g :_ _ _ _ W i th _ _ _ _ _ _ I n to _ _ 2 n d R i g g i n g :_ _ _ _ H e lm sm a n X 1 s t R i g g i n g :_ _ _ _ W i th _ _ _ _ _ _ I n to _ _ 2 n d R i g g i n g :_ _ _ _ H e lm sm a n X 1 s t R i g g i n g :_ _ _ _ W i th _ _ _ _ _ _ I n to _ _ 2 n d R i g g i n g :_ _ _ _ H e lm sm a n X 1 s t R i g g i n g :_ _ _ _ W i th _ _ _ _ _ _ I n to _ _ 2 n d R i g g i n g :_ _ _ _ H e lm sm a n X 1 s t R i g g i n g :_ _ _ _ W i th _ _ _ _ _ _ I n to _ _ 2 n d R i g g i n g :_ _ _ _ H e lm sm a n X 1 s t R i g g i n g :_ _ _ _ W i th _ _ _ _ _ _ I n to _ _ 2 n d R i g g i n g :_ _ _ _ H e lm sm a n X N o te s :

Nam e: ID :

H u ll:

N o te s :

Nam e: ID : Nam e: ID : Nam e: ID : Nam e: ID :

H u ll:

N o te s :

H u ll:

N o te s :

H u ll:

N o te s :

H u ll:

N o te s :

C re w M e m b e r A d m ira l L e g e n d a ry C a p ta i n G e n e ric C a p ta i n H e lm sm a n H e lm sm a n X S h ip W rig h t M a rk sm a n

C a rd ______ ______ ______ ______ ______ ______ ______

Tur n E v e n t C a rd B u ild T ra c k e r S ta r te d _ _ _ _ F in ish _ _ _ _ _ S ta r te d _ _ _ _ F in ish _ _ _ _ _ S ta r te d _ _ _ _ F in ish _ _ _ _ _ S ta r te d _ _ _ _ F in ish _ _ _ _ _ S ta r te d _ _ _ _ F in ish _ _ _ _ _ S ta r te d _ _ _ _ F in ish _ _ _ _ _ S ta r te d _ _ _ _


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