BOARDING ACTIONS
Adjacent ships can board each other
Roll a dice, add the number of crew counters, highest number wins
Winner takes one treasure, or 10 gold
Loser loses a crew counter
Use any boarding cards before the dice are rolled
Orc grappling hooks
The non-orc player must roll 4,5 or 6 at the end of the boarding phase, or
suffer another round of boarding from the orc player
HOME PORTS
Ships can be attacked in their home port
Home ports are defended by two shore forts at the entrance of the harbour
These forts are armed with 2 cannon each, and will attack any plundering or
attacking ship within range. This attack happens immediately the ship decides
to plunder or attack, and before any roll on the plunder table.
Players can either trade with or plunder other players Home ports
Ships can be repaired at 1 gold per hull point
Crew can be hired at 2 gold per crew
Cannon/bolt throwers/catapults can be bought for 2 gold each
TRADING TABLE
1D6 Event
1 Lose one crew, one treasure (or 10 gold), and miss next turn
2 Lose D6 gold and miss next turn
3 Gain D6 gold and miss next turn
4 Gain D6 gold
5 Gain D6+2 gold
6 Gain 1 treasure
PLUNDERING
Plundering ships are immediately attacked by the shore forts when the player
announces he/she will plunder. The outcome of these attacks are determined
before any roll on the plunder table. The shore forts will continue to attack
while the plundering ship remains in range.
PLUNDER TABLE
1D6 Event
1 Lose 1 crew, 1 treasure (or 10 gold) and miss next turn
2 Lose 1 crew and miss next turn
3 Lose 1 crew
4 Gain 1 treasure
5 Gain 2 treasures
6 Gain 3 treasures
Attacking ships in home ports.
The shore forts will attack any ship attacking another ship in the harbour
hexes, and will continue to do so until the attacking ship is out of range.
TREASURE ISLAND
The island in the middle of the map is Treasure Island
If your ship is anchored next to Treasure Island, you can search for buried
treasure by rolling on the Treasure Island table:
1D6 Event
1 Lose 1 crew and miss next turn
2 Miss next turn
3 Gain D6 gold and miss next turn
4 Gain D6+2 gold and miss next turn
5 Gain one treasure and miss next turn
6 Gain one treasure
FINAL NOTES
"Avast ye scurvey mates, prepare to be boarded!"
Be sure to play in character.
DOWNLOADS
Map & Word Version: Click Here
PANTHEONS INTRODUCTION
Card game for 2 players.
Each player is a Greater God trying to build up his pantheon.
VICTORY
Be the first player to have 7 or more Gods in play on your side.
THE DECK
Players share a common deck.
TOKENS
Tokens are used to keep tract of Worshipers.
CARD TYPES
There are 7 types of cards:
Gods
Armies
Heroes
Priests
Monsters
Miracles
Temples
SETUP
Each player starts with 12 Worshiper tokens.
Each player starts with a hand of 5 cards.
Players roll high on 1D6 to determine who goes first.
The other player gets an extra 6 Worshippers.
TURN SEQUENCE
Players take turns.
Each turn has 9 phases:
Faith Phase
Worshiper Phase
Miracle Phase
Fate Phase
Destiny Phase
War Phase
Hero Phase
Monster Phase
Priest Phase
FAITH PHASE
Gain 1 Faith point for every Worshiper you control.
Gain 2 Faith points for every Priest you control.
Gain 3 Faith points for every Temple you control.
Faith points are not saved from turn to turn.
Unused Faith points are lost at the end of the turn.
WORSHIPER PHASE
Gain 1D6 Worshiper Tokens.
MIRACLE PHASE
You may play up to one miracle card for every God card or Priest card you have in play.
A miracle also costs 3 Faith points to play.
FATE PHASE
Draw 2 cards.
Pay 7 Faith points to draw an additional card.
Maximum hand size = 7 cards. Discard excess cards.
If the deck ever runs out, shuffle the discard and draw from it.
DESTINY PHASE
Play Unit cards:
Armies cost 3 Faith Points and discard 1 Worshiper token.
Heroes, Priests, Monsters, and Temples cost 5 Faith Points.
Gods cost 10 Faith Points.
Cards are placed face up on the table.
Unit cards remain in play until destroyed.
WAR PHASE
Each of your Armies can make one attack.
For each army pick a target and roll 1D6.
Attack with one army at a time.
Enemy armies must be targeted before other units.
On a roll of 6+ a target army is destroyed.
On a roll of 6+ a target temple is destroyed.
On a roll of 3+ an enemy worshiper is controlled.
HERO PHASE
Each of your Heroes can make one attack.
For each hero pick a target and roll 1D6.
Attack with one hero at a time.
On a roll of 6+ a target hero is destroyed.
On a roll of 5+ a target monster is destroyed.
On a roll of 4+ a target priest is destroyed.
MONSTER PHASE
Each of your Monsters can make one attack.
For each monster pick a target and roll 1D6.
Attack with one monster at a time.
Enemy heroes and armies must be targeted before other units.
On a roll of 6+ a target hero is destroyed.
On a roll of 5+ a target army is destroyed.
On a roll of 4+ a target temple is destroyed.
On a roll of 2+ an enemy worshiper is destroyed.
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