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+1 cargo space. In the same way, if one crew is assigned to a ship to Board.

Board. After a ship rams another ship, either player can


which it is linked, that ship gets +1 cargo space. Multiple links on initiate one (and only one) boarding party as a free action; the
the same ship are cumulative; that is, a ship gains +1 cargo spaces player whose turn it is decides first. Each player rolls a d6 and
each time two linked crew are assigned to her, or a crew linked to adds the result to the number of masts remaining on his or her
her is assigned to her. ship involved in the ram. The player with the highest total can
eliminate one crew on, or take one treasure from, the other ship.
Placing Treasure
Each treasure coin is printed with a number indicating how much Tow
gold it is worth. For a 40-point game, each player should contribute After a ship is given a move action, if any part of her is touching
eight treasure coins totaling 15 gold points. Shuffle this treasure the bow of any derelict, she can tow that derelict as a free action. As
Complete Game with the numbers face down, and then randomly distribute four a free action, move the derelict so that her bow touches the stern of
Now that you have mastered one ship, it’s time to create a fleet, coins to each wild island. the towing ship. The towed ship and any crew and treasure on that
search for treasure, and hunt your enemies in a complete Pirates at Unique treasure. Some treasure is unique. A player can’t ship become part of the towing player’s fleet. The base move of the
Ocean’s Edge™ game. The quick-start rules you have learned so contribute more than one unique treasure with the same name to towing ship becomes S; the towed ship moves with the towing ship
far still apply—just add these rules to what you already know! the total treasure contributed to the game. At the beginning of the as a free action. When the towing ship docks, dock the towed ship
game, each unique treasure is worth 0 gold. A unique treasure’s at the same island as a free action.
New Game Features value can change later in the game, depending on its ability
• Catamaran, Sea Dragon, Titan, and Windcatcher are new text. Players can insert unique treasure into the treasure that Exploring
keywords. is randomly sorted and placed on wild islands. If you contribute If a ship begins one of your turns docked at a wild island, give her
• Whirlpools are a new terrain type. unique treasure, however, the rest of the treasure you contribute an explore action to look at all the treasure on that island (without
must still total 15 gold points (for a 40-point game). revealing it to the other player) and choose as much treasure as
Creating a Fleet you want to take (within the ship’s cargo capacity limits). Place
Rules of the High Seas each chosen treasure face down on the ship’s deckplate card. Any
Here are some game concepts important to the Pirates at Ocean’s treasure not taken is left face down on the island.
England Spain
Edge rules: When you leave a wild island, mark that you have explored
Pirate
• Six-sided dice are abbreviated “d6.” it by leaving a streamer (or other token) on the island; if you dock
• Ability text (found on the fronts of cards) supercedes these at an island with your streamer on it, you can explore it as a free
France America Cursed rules; that is, abilities are meant to be exceptions to these rules. action after docking.
The only rule that is never superceded is that a cannon die roll A unique treasure does not take up a cargo space. A unique
result of 1 always misses. treasure must be taken by the first player to explore the island on
Each ship and crew has a point cost and belongs to one of six nations: which it is placed. Place it face up on the ship’s deckplate card; any
• Flavor text (found on the backs of cards) has no bearing on game
To create a fleet, determine the build total at which you will play; it is there merely to tell part of the game’s story. Reference ability a face-up unique treasure has comes into play as a free action.
play your game. We recommend a game with a 40-point build a card’s ability text to see what it can do in the game. You can also explore any allied ship or derelict that your ship
total; that is, choose ships, crew, sea dragons, sea monsters, and touches, which allows you to transfer crew and treasure between ships.
titans (crew, sea dragons, sea monsters, and titans are optional) • Two sources of the same ability text on a ship (such as from
the ship and a crew, or from one crew and another crew)are not
with a combined point cost up to 40 points. Any build total can
cumulative; that is, you can use that ability on that ship only Shooting
be chosen as long as both fleets use the same build total. Each ship When a cannon shoots, draw an invisible “line of fire” from the
must fly her nationality’s flag from her stern (rear of the ship); once each turn.
associated mast’s center point to any part of the target. If this line
players can build mixed-nationality fleets. • The bow of a ship is a zone at the front of the ship. It begins crosses your own ship’s masts or sails, any island, or other ships
where the front of the ship actually touches the table and (other than the target the line is being drawn to), the shot can’t be
Setup extends forward (including any masts, mastheads, etc.).
The game can be played on any tabletop or other flat surface. Each made. You can’t shoot at ships docked at their home islands, and
• Play with good sportsmanship and have fun! you can’t shoot at a member of your own fleet.
player rolls a d6 (reroll ties). The player who rolls the highest result
is the first player; the other is the second player. Actions A die roll result of 1 automatically misses.
The first player takes the first turn and is able to give one of four Sinking a ship with treasure on her. Add together all the
Placing Islands actions (move, explore, shoot, or repair) to each of his or her gold on the sunken ship and divide it equally between the ship’s
For a 40-point game, players must use six islands. If you don’t have ships (or other game pieces that can be given actions, such as sea controller and the player who sank the ship. If the total gold can’t
enough islands, use similarly sized and shaped objects to represent monsters). You can give actions only to ships in your fleet. be divided equally, the player who sank the ship gets the greater
them and make up the difference. amount. Place treasure you gain in this way on your home island
Free action. Unless a game effect specifically requires one
Starting with the first player, players take turns randomly of the four actions, that effect is a free action. Free actions happen as a free action. Unique treasure is removed from the game when
choosing an island and placing it on the play area. Islands must be automatically and immediately. A free action does not count as a it sinks.
placed at least 3 , but not more than 6 , from each other. ship’s action for the turn on which it occurs. Sinking a ship with crew on her. Crew on a sunken ship are
Placing Terrain removed from the game.
Terrain is printed on the backs of islands. Using terrain in your Moving
A ship can’t move through any island or another ship. If a ship Scuttling
games is optional. If you use terrain in your game, players Sometimes you might want to sink your own ship rather than
should agree on the number of terrain pieces that will be used; has a combination move, such as + , you can choose to move
her either + first, though she can change direction only have her fall to your opponent. At any time during your turn,
we recommend that players place the same number of terrain you can give one of your derelict ships a free action and declare
pieces, in the same order that they placed islands. Terrain can be between each measurement. If a ship touches another ship or an
island during her movement, she must stop, even if she could move that you plan to scuttle that ship. Roll a d6. On a result of 5 or 6,
placed anywhere on the play area, but each piece must be placed that derelict ship sinks at the beginning of your next turn. If an
at least from any island or other piece of terrain. See “Terrain” farther that turn.
Derelict. A ship is derelict (can’t move) if she has no masts. A opponent begins to tow that ship before the beginning of your next
for details. turn, the scuttle attempt fails. All crew and treasure on a scuttled
derelict can be given only explore or repair actions. A derelict can
Choosing Home Islands still carry treasure and crew. If a derelict ship is hit, she sinks. ship are removed from the game when she sinks.
The second player chooses which island will be the home island of
the first player. The first player places his or her ships so that their
The following game functions can be performed using a Repairing
move action or as the result of a move action. The repair action allows a ship docked at her home island to repair
bows (fronts of the ships) touch that island. The first player then
chooses a different island to be the second player’s home island, Dock (bring back into play) one mast.
and that player places his or her ships so that their bows touch that You can’t dock at an opponent’s home island. As a free action, a Keywords
island. The remaining islands are called wild islands. ship docked at an island can drop off and board crew, or transfer A keyword represents an ability a card has. If a card has a keyword,
Placing Crew crew to and from another ship docked at the same island. it appears in bold on the front of the card. When playing that card,
If you have chosen crew, put them face down either on your home Unloading treasure. When you dock at your home island, you follow the rules of that keyword in addition to any other ability
island or on the deckplate card of the ship to which you assign must unload all treasure worth gold points; this is a free action. text the card might have.
them. Each crew takes up one cargo space on a ship. No matter Ram Black Mark. This crew can start the game as if it belongs to
what a ship’s cargo capacity, it can’t carry crew with a combined After a ship resolves a move action, if any part of her bow the Cursed nation instead of its nation. If it does, place it face up
point cost higher than the ship’s point cost. physically touches any part of an enemy ship, she rams that on the ship to which it is assigned; that ship is considered to fly the
Crew can use their abilities only on ships, never on islands. If ship. Roll a d6; if the result is higher than the number of masts Cursed flag instead of the flag of her nation. If placed face up in this
a crew and ship are not of the same nationality, that crew can’t use remaining on the enemy ship, the enemy ship’s player must choose way, this crew’s point cost is increased by 1.
its ability while on that ship. A crew with a point cost of 0 can be and eliminate (remove from the game) one mast from that ship. Broadsides Attack. When a ship with this keyword is given
assigned only to a ship that shares its nationality. You must reveal Unless the enemy ship becomes derelict from being rammed, the a shoot action, you can choose to reduce each of her cannons to
(turn face up) a crew when using its ability, and it must remain face ramming ship automatically becomes pinned. Ships can’t ram each range and shoot at only one target. Roll only a d6; the result
up the remainder of the game. other while they are pinned. must be higher than each cannon’s rank. If it is, all cannons hit,
Linked crew and ships. Some crew are “linked” to other Pin. A ship is pinned when her bow is in contact with any and the ship also gets one extra hit. No other abilities can apply
crew and ships (as noted by the symbol printed on their cards). part of an enemy ship. The pinned ship can’t move until the other to this action.
When two linked crew are assigned to the same ship, that ship gets ship moves away or is derelict.
Catamaran. A ship with this keyword has a second, smaller from its base nearest the tentacles. Before each turn, a sea monster’s that number away from the iceberg, move the iceberg . Do not
hull. Each time this ship is hit, roll a d6. On a 5 or 6, this ship is not controller decides if it is submerged or on the surface. If submerged, turn or rotate it.
hit instead. The first time this ship is successfully hit, eliminate a sea monster can only move—not shoot or be shot at. If it is on the If an iceberg touches any ship, sea monster, or titan, stop
her second hull. Without her second hull, hits eliminate this ship’s surface, it acts like a ship with the following modifications. moving it and eliminate one mast or segment from the touched
masts normally. This ship can’t be pinned or boarded if she has her A sea monster pins a ship if it rams any part of the ship; it ship, sea monster, or titan. If an iceberg hits an island, it can no
second hull. Catamarans can’t be rammed. can’t be pinned. After winning a boarding party, if a sea monster longer move the rest of the game.
Ex-patriot. This crew can be assigned to any ship. Any ship chooses to take a unique treasure, eliminate that treasure. A sea
to which this crew is assigned gains the Mercenary keyword, monster can’t tow. A sea monster can’t be assigned crew. A sea Reef
marking her a member of the Mercenary nation. If this crew monster is eliminated immediately if it has no segments. When any part of a ship, sea monster, or titan (game piece) moves
is assigned to its linked ship, when the ship rolls for effect at a Submarine. A game piece with this keyword is a ship with a onto a reef, roll a d6. The result is the reef’s rating until the end
mysterious island, add 1 to the die roll result. hull composed of two or three hull pieces that act as masts in the of that player’s turn. Place the die result on the reef to remind
Fear. For each target enemy ship within of this ship at the game. Submarines can’t pin or be pinned, or tow or be towed. A you what the rating is. Compare the rating to how many masts
beginning of this ship’s turn, roll a d6. On a result of 5, none of submarine can either move on the surface or dive underwater and or segments the game piece had when it was constructed. If the
the target’s ship or crew abilities can be used this turn. On a 6, the become submerged. Before each of his or her turns, a submarine’s reef’s rating is lower than this number of masts or segments, the
target’s base speed is on her next turn. player decides whether or not she is submerged. game piece has a number of masts or segments eliminated equal
Galley. A ship with this keyword can’t pin or be pinned. If If a submarine is submerged, lift off her hull so that only her to the difference.
this ship rams, she can’t eliminate a mast from the rammed ship. base and circular “spine” are showing. A submerged submarine For example, if a 3-mast ship sails over a reef with a rating
As a free action, this ship can rotate on her stern (the rear of the can only move—not shoot, be shot at, or be rammed. She can ram of 4, no masts are eliminated. If a 4-mast ship sails over a reef
ship) in any direction after she completes a move action. If derelict, another ship, but regardless of success, the submarine must be with a rating of 2, two masts are eliminated. If the reef rating and
this ship can move . moved away from the target ship in any direction as a free number of masts or segments are the same, no masts or segments
Ghost Ship. If a ship has this keyword, or a crew aboard action after the ram attempt. are eliminated.
a ship has this keyword, decide if the ship is ghostly at the If a submarine is on the surface, replace her hull (minus any A game piece that begins its turn on a reef does not have
beginning of each of your turns. If ghostly, the ship gains the removed hull pieces). A submarine uses all the rules for ships, to roll to see if masts or segments are eliminated when it moves
following abilities: She ignores islands, terrain, and other ships with the following modifications. off of the reef.
when moving; she can’t end a move with any part of her physically A submarine can be rammed (and boarded), but she is not If a ship takes more damage than the number of masts
overlapping an island or another ship; she can’t be rammed or damaged when rammed. Each time a submarine is hit, remove one remaining as a result of sailing over a reef, she is wrecked and
pinned; and she can’t dock. of her hull pieces. When she has no more hull pieces, she is derelict. remains on the reef; a wreck blocks movement and lines of fire.
Icebreaker. This ship ignores terrain, except icebergs, when Schooner. As a free action, a ship with this keyword can To signify that a ship is a wreck, remove one of her hull pieces.
she is given a move action (islands are not terrain). This ship can rotate on her stern (the rear of the ship) in any direction after she This will cause the ship to “lean” onto the reef and look like she
ram an iceberg as if ramming an enemy ship. If she does, remove completes a move action. She can’t use this ability if she has just is wrecked there. Any crew or treasure on a wreck remains on
the iceberg from the game; this ship is not pinned. rammed another ship. the wreck, and wrecks can be explored. Sea monsters and titans
Junk. This ship’s masts do not block her line of fire. that have all their segments eliminated by a reef are eliminated
Titan. A game piece with this keyword is made up of as normal.
Limit. You can have only one card with this keyword in your fleet. segments that act as masts in the game. These segments come in
Longship. When you give this ship a shoot action, roll two many different forms, such as claws, legs, and so on. Titans can’t Sargasso Sea
dice and count each die as a separate attack (this ship has two be given repair actions. A titan’s movement may be measured from When a ship, sea monster, or titan (game piece) moves over a
cannons on each mast). This ship can’t pin or be pinned. If this any part of its body; it can’t change its facing during the move. Sargasso Sea, roll a d6. The result is the Sargasso Sea’s rating until
ship rams, she gets +1 to her boarding roll. As a free action, this Titans can move across islands and end their moves (“dock”) on the end of that player’s turn. Compare the rating to how many
ship can rotate on her stern (the rear of the ship) in any direction islands (except enemy home islands); they can be shot at while masts or segments the game piece had when it was constructed.
after she completes a move action. If derelict, this ship gains a base docked at any island. If the Sargasso Sea’s rating is higher than the number of masts or
move of . A titan can be assigned crew and load treasure like a ship. segments, the game piece is tangled in the weeds and might not
Marine. A crew with this keyword can be dropped off on any A titan pins a ship if it rams any part of the ship; it can’t be be able to move.
island (except on an opponent’s home island). Whether on a ship or pinned. A titan can tow. A titan is eliminated immediately if it For example, if a 3-mast ship sails over a Sargasso Sea with a
an island, it can be given its own shoot action each turn, just like a has no segments. rating of 4, she is tangled. If a 4-mast ship sails over a Sargasso Sea
ship; it has a -rank gun. Opposing players can target this crew Turtle Ship. When this ship is hit, remove one of her turtle with a rating of 2, the ship is unaffected. If the Sargasso Sea rating
with shoot actions only if it is on an island, but it must be hit twice shell panels. When no panels remain, remove masts as normal. and the number of masts or segments are the same, the game piece
in the same turn in order to be eliminated—a single hit has no This ship can’t be boarded if she has turtle shell panels. If derelict, is unaffected.
effect. Unlike other abilities, the Marine ability is cumulative. For this ship gains a base move of . If a game piece is tangled, you can use its action for the
example, if two crew with Marine are assigned to the same ship, Windcatcher. A ship with this keyword can have her turn to try to free it. Roll a d6 and add the current number of
they can both use it on the same turn. movement measured from either her bow or stern. If measured masts or segments on the tangled game piece to the result. If the
Mercenary. This ship can’t dock at any home island, and she from the stern, turn the ship as a free action so that she faces the result is more than 6, the game piece is untangled. Orient it in any
begins the game away from your home island. In all other ways, correct direction for movement. direction, facing away from the Sargasso Sea and touching any
she behaves as a ship in your fleet. edge of the Sargasso Sea. It can be given a move action to move
Ransom. If a crew with this keyword is transferred to an Terrain normally next turn.
enemy ship, it becomes treasure worth 5 gold to the capturer. If Terrain is printed on the backs of island cards. You may choose to
eliminated by an opposing player, it becomes treasure worth 1 use the terrain side (per the rules for that terrain, below) or the Whirlpool
gold to that player and appears on that player’s home island as a island side (per the normal rules for islands). When any part of your ship, sea monster, or titan (game piece)
touches a whirlpool, you may choose to place it so that it touches
free action. Fog Bank any other whirlpool on the play area. It you do, roll a d6 after it is
Sea Dragon. A game piece with this keyword is made up of A fog bank has the numbers 1–6 printed around its edges. moved. On a result of 4–6, eliminate either one mast (or segment),
segments that act as masts in the game. These segments come in When any part of a ship, sea monster, or titan (game piece) one treasure, or one crew from the game piece.
many different forms, such as wings, coils, and so on. A sea dragon touches a fog bank, the entire game piece must be placed within
can’t be given repair actions. the fog bank as a free action; the game piece’s turn ends, even if it Winning the Game
A sea dragon has unlimited movement and can move could move farther that turn. A game piece in a fog bank is lost. The first player to get more than half of the starting treasure
anywhere on the play area. It ignores all terrain and islands. Lost game pieces can’t shoot, be shot at, ram, pin, or board other (measured in gold points) to his or her home island wins the game!
A sea dragon can be given two types of shoot actions: a ships. Fog banks block lines of fire. After the game, return any ships that changed fleets (such as if a
normal shoot action and a swoop attack. A normal shoot action Game pieces exit fog banks in random directions. When a player towed a derelict belonging to another player back to his or
follows all normal shoot action rules. A swoop attack allows the game piece is given a move action to exit a fog bank, roll one d6 her home island) during the game to their owners.
sea dragon to attack a target (either submerged or on the surface) before moving it. Place the game piece outside of the fog bank Keeping treasure won. As an optional rule, the winning
within + of the sea dragon’s base. Roll a d6; the swoop attack facing away from the fog bank and touching the number on the player can permanently keep all the treasure used in the game except
hits on a result of 4 or higher, and deals 2 damage if it hits. After fog bank that matches the die result; it can face in any direction for the treasure located on the home island of the other player.
the swoop attack resolves, place the sea dragon as close as possible away from the fog bank and is no longer lost. Begin moving the
to its target without touching the target. If given a shoot action on game piece from that point. Now that you’ve built a fleet and played the complete Pirates game,
its turn, a sea dragon can make only one attack: either a normal go to www.wizkidsgames.com to view a photo gallery of all the
shoot action or a swoop attack. Iceberg ships and game pieces. While there, you can view our how-to-play
A sea dragon can’t be rammed, pinned, or boarded; it can’t ram, An iceberg has the numbers 1–6 printed around its edge, as well as animations, find stores in your area, learn how to host Pirates league
pin, or board. A sea dragon can’t be assigned crew or load treasure. a blue number printed at its center. nights, print out fun scenarios to play at home (including rules for
A sea dragon is eliminated immediately if it has no segments. At the beginning of each player’s turn, before any actions are forts and playing with more than two players), chat with other fans,
Sea Monster. A game piece with this keyword is made up of assigned, that player must roll a d6. Compare the result to the blue and find out more about future Pirates releases and promotions.
segments that act as masts in the game. These segments come in number printed on all icebergs in play. If the result matches any
many different forms, such as tentacles, coils, heads, tails, and so iceberg(s), those icebergs move that turn. For each iceberg that
will move, roll another d6 and match the result to the number ©2007 WizKids, Inc. All rights reserved. Pirates at Ocean’s Edge and WizKids are
on. A sea monster can be given only move and shoot actions. A sea trademarks of WizKids, Inc.
monster’s movement is measured from the white dot on its base or printed around the iceberg’s edge. Measuring straight out from

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