Factions

Factions in Pirates CSG

In Pirates CSG there are 10 different factions, which are also referred to as nations or sometimes countries. The “major factions” are the Big 6 – English, French, Spanish, Pirates, Americans, and Cursed. The other four factions are generally known as the “minor factions” because they were (mostly) only around for one set and therefore don’t have nearly as many ships and crew as the Big 6.

Within the Big 6 there is a Big 4 (English, French, Spanish, Pirates) and a Big 5 (Big 4 plus the Americans). This isn’t too important, but the Cursed are not nearly on par with the Big 5 and the Americans aren’t as strong as the Big 4.

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Major Factions

English

The English are the best fighting faction in the game, reminiscent of the real-life Royal Navy.  They were introduced in the first set and therefore have more ships than most other factions, giving them a ton of options.  The English do have some good gold runners, but it’s much easier to find English gunships.  They also have a lot of named crew options, making them a powerful force to be reckoned with.

English fleet Pirates CSG

My English fleet at the 2014 Fleet Review.

French

The French are one of the most balanced factions in Pirates, excelling at both grabbing gold and sinking enemy ships.  They are similar to the Spanish in this regard, although the French prefer boarding more than most other nations.

French fleet Pirates CSG

The colorful and beautiful French fleet.

Spanish

The Spanish, like the English, have been around since the first set and are one of the best factions to play as.  I find them to be better at getting gold than fighting, although they do both very well.  The Spanish also have a lot of cool crew and a large number of ships that give +1 or +2 gold bonuses, which is very valuable in both small and large games.

Spanish fleet Pirates CSG

My Spanish fleet: lots of red, orange, and crosses.

Pirates

Pirates is the name of the game, so it should come as no surprise that the designers made the Pirates the best faction.  They have more ships and great named crew than any other faction.  The Pirates often have ships that are similar to those of other nations, yet they have them at a lower cost.  They are the best faction for running gold and one of the best fighting factions.

Pirate fleet Pirates CSG

The Pirates are both the best faction and the most numerous.

Americans

The Americans got off to a strong start in RV and received more great ships in BC and SCS.  Although America is one of the best fighting factions, they lack fast ships with large cargo holds that can grab gold.  SS partly made up for this deficit, but America could still use some better gold runners.  American ships are often more expensive than similar ships of other nations, making them the hardest faction to play as out of the Big 5 (the 5 factions discussed so far).

American fleet Pirates CSG

The Americans are here!

Cursed

The Cursed are one of the hardest factions to play.  Their ships are typically slow and expensive with large cargo holds.  Speed is huge in Pirates CSG, and the Cursed have a need for speed.  There are some exceptions, but most of their ships struggle to keep up with the gold ships from other factions.  The Cursed are one of the most interesting factions when you consider all of their sea monsters, some of which are quite playable and a lot of which are not.  They also possess a high number of expensive and devastating named crew, although most of them are better used in higher point games (80+) than the standard 40 point format.

Factions

The Cursed have the most sea creatures of any faction.

Minor Factions

Barbary Corsairs

The Barbary Corsairs were only featured in one set (BC – affiliate link), but it was a grand opening as they received no less than 38 ships in that set alone, partly because BC was the only set that didn’t feature the Pirate faction.  The Corsairs are the best of the “minor factions”, with a lot of great gold ships and a fair number of solid support ships that can fight adequately.

Barbary Corsair fleet Pirates CSG

The Corsairs’ only ship type is the galley.

Jade Rebellion

The Jade Rebellion was the feature faction in the South China Seas set (affiliate link), much like the Corsairs in Barbary Coast.  They’re better at fighting than running gold, but they’re solid at both.  They don’t have a high quantity of ships, but fortunately they make up for it with high quality ships and without doubt the best set of named crew of any minor faction.

Jade Rebellion fleet Pirates CSG

The Jades are colorful and beautiful!

Vikings

The Vikings were only present in the Frozen North set (affiliate link), and they’re almost exclusively a brawler, with many slow ships and the powerful Longship keyword, which gives you two shots per mast instead of one.  The Vikings suffer from slow speeds, small ships (nothing bigger than 3 masts), and a lack of good named crew.  They are still a dangerous foe, but not the biggest threat to win the game.

Viking fleet Pirates CSG

The Vikings with their longships.

Mercenaries

The Mercenaries (or Mercs, mostly present in the Mysterious Islands set (affiliate link)) are the least playable faction in Pirates.  The Mercenary keyword prevents a ship from docking at its own home island (HI), which severely cripples their gold game.  At least one canceller is needed to make a pure-Mercenary fleet viable, unless you use one of the two ten masters that came out in Savage Shores.  These huge ships have the Dories keyword, letting them unload cargo if they’re within S of their home island.  Beyond their flaws, the Mercenaries are an average faction with a fair share of solid gunships and interesting named crew.

Mercenary fleet Pirates CSG

The Mercenaries are arguably the most unique faction.

 

Sets

Wizkids released a whopping 13 sets in just 5 years of production.  Here you can find some general information and my opinions on them, as well as links to purchase if they suit your fancy.

You can see my detailed set rankings here, which is where my ratings below come from.

This site contains affiliate links for which I may be compensated. Feel free to buy from the eBay picture links to help support the site!  Thank you!


Pirates of the Spanish Main pack

Click to buy Spanish Main!

 

 

 

In 2004, Wizkids launched the Pirates of the Spanish Main product line.  The first set introduced three factions – Pirates, English, and Spanish.  Spanish Main (SM) was the first set I bought and it is still my favorite set.  If you like the basics of the game, a limited number of factions, and a more historical set than most of the others, this is the set for you.

My rating: 18/20

 

 

 

Pirates of the Crimson Coast pack

Click to buy Crimson Coast!

 

The second set came out in 2005 – Pirates of the Crimson Coast (CC).  This set introduced the French, the Schooner ship type and forts.  This is another classic set with a TON of great ships and crew.  It can also lay claim to the title of “most perfect set”, as it got the highest rating from me when ranking all the sets.  It also has the lowest number of votes for “least favorite set” in the Pirates CSG Survey.

My rating: 19/20

 

 

 

Pirates of the Revolution pack

Click to buy Pirates of the Revolution!

 

 

Pirates of the Revolution (RV) came out in 2005 as well, featuring the introduction of the American faction.  Revolution is sometimes considered the “best” set, with fast ships and some of the most usable ships in the game.  RV also marked the first time Events were used, as well as new tins with varying artwork.  One of the most historical sets, it’s also a favorite of American fans.

My rating: 17/20

 

 

 

 

Pirates of the Barbary Coast pack

Click to buy Pirates of the Barbary Coast!

 

 

Pirates of the Barbary Coast (BC) was the last set from 2005. The Barbary Corsairs and their Galleys gave players the best “minor faction” to use. This is another set with some historical tie-ins, and the only set without the Pirate faction. Overall the set is very balanced and playable, but not quite as exciting as the sets released just before and after it.

My rating: 16/20

 

 

 

 

 

 

Pirates of the South China Seas pack

Click to buy South China Seas!

 

 

Pirates of the South China Seas (SCS) is the hardest set to acquire due to its rarity, and the first set released in 2006. The Jade Rebellion and their new ship type, Junks, highlighted the set.  This is another fantastic set on par with the first three sets, doing extremely well on gameplay, theme, and artwork.  Tough to beat, but tough to find.

My rating: 18/20

 

 

 

 

 

 

Pirates of Davy Jones Curse pack

Click to buy Davy Jones’ Curse!

 

 

Pirates of Davy Jones’ Curse (DJC, 2006) is easy to acquire and features the Cursed and their sea monsters.  This is when the game marked a dramatic turn from mostly historical content to some fantasy content.  In some ways one could argue it was the “beginning of the end” since it drove away some of the player base, but it did attract a younger audience for the sets to come as well.  In addition, this set is when the reverse power creep began – meaning that the general effectiveness of game pieces began to decline.  The Cursed faction and sea creatures were part of it in this set, but ships also began getting slower in this set.

My rating: 14/20

 

 

Pirates of the Mysterious Islands pack

Find the Mysterious Islands on eBay!

 

 

Pirates of the Mysterious Islands (MI, 2006) featured the new Mercenary faction and introduced Submarines.  It was not a great set, as the artwork seemed dull and the ships were worse than the ones from DJC.  In addition, the Mercenaries are the worst of the minor factions since they cannot dock at their own home island!  However, you’ll enjoy the set if you like subs and the tie-ins to Jules Verne’s20,000 Leagues Under the Sea.

My rating: 10/20

 

 

 

 

Pirates of the Frozen North pack

Click to buy Frozen North!

 

 

Pirates of the Frozen North (FN, 2007) saw the Vikings sail into battle aboard their Longships.  The Vikings are another very poor minor faction, as they have small fragile ships and have trouble in the gold game.  Icebergs were featured as a new terrain option.  FN is another slow set, but there are a bunch of very solid game pieces among the mediocre stuff.

My rating: 11/20

 

 

 

 

 

Pirates at Ocean's Edge pack

Click to buy Ocean’s Edge!

 

Pirates At Ocean’s Edge (OE, 2007) was a large set that got produced in huge quantities, featuring a ton of different ship types as well as new types of sea monsters.  Due to the massive production, it’s both the cheapest set and the easiest to find.  It features the “Big 6” factions together again, marking the end of minor factions being introduced in their own sets.  OE is a great set for beginners due to the variety, quantity, and price.  Highly recommended if you’re on a budget and just getting into the game, though it can get boring once you’ve used the stuff from the set a lot.  It’s also not balanced at all, as some game pieces are terrible and some are among the best in the game. 

My rating: 12/20

 

 

Pirates of the Caribbean pack

Click to buy PotC on eBay!

 

Pirates of the Caribbean (POTC, 2007) saw Wizkids partner with Disney to produce a movie-themed set, with only the Pirates and English as playable factions.  It’s a very unique set, and it changed the design of the ships along with the rarity/numbering scheme.  For me it’s a fantastic collaboration that makes perfect sense given how similar DJC and OE already were to the Pirates of the Caribbean franchise, but there are some issues.  The lack of a Cursed faction and the collation issues (a whole booster box full of commons, for example) plagues the set.  Great idea, imperfect execution.

My rating: 12/20

 

 

Rise of the Fiends pack

Click to buy Rise of the Fiends!

 

Rise of the Fiends (ROTF, 2008) signaled the decline of the Pirates game. New “pokéships” alienated some of the player base and the set was smaller than most that came before it, with an abundance of slow ships.  Only a few of the widely despised Scorpion ships were even produced, and the red islands didn’t make things any better.  Interestingly enough a lot of the regular ships and crew were pretty decent, the saving grace for an otherwise poor set.

My rating: 11/20

 

 

Pirates CSG Fire and Steel pack Sets artwork

Click to buy Fire and Steel!

 

 

Fire & Steel (F&S, 2008) continued the trend of the game delving more into the fantasy aspects, with new ships equipped with movable steel blades and huge flamethrowers.  It was a large set, but a slow and boring one.  There’s just not a lot in the set to get excited about.

My rating: 10/20

 

 

 

 

 

 

Pirates of the Cursed Seas Savage Shores Scavenger Pack Box

Follow this link to find the Savage Shores!

 

Savage Shores (SS, 2008) became the last set of Pirates CSG.  The set was only the size of half of a normal set (just over 50 game pieces), released in Scavenger Pack boxes instead of the normal game packs.  It featured a bunch of new game pieces and ship types despite the small size, and was notable for being the best set for gameplay since at least the Caribbean set.  A small blaze of glory before the game went out of print just days after release.

My rating: 16/20

 

 

Why was Savage Shores so small? Wizkids intended to release Return to Savage Shores soon afterwards, but they were shut down by Topps only a few days after Savage Shores was released in the heat of the financial crisis.

Gameplay

Playing the game

Tips for playing:

Gameplay page crew pic

Generic crew on a deckplate card.

  • Generic crew are the backbone of any fleet.  You’ll find out early on that captains, helmsmen, and explorers rule this game.  It can be better to field a simple fleet using at least one of these crew on all of your ships than using complicated or expensive named crew. Here is a downloadable spreadsheet that has generic crew chips you can print and cut out to use if you don’t have enough of the actual crew for gameplay. You can also grab my generic crew abilities reference sheets and print them out so players have a handy reference on the most basic crew abilities.
  • Don’t always go for the nearest islands.  Your opponent isn’t likely to grab gold from the islands near your home island (HI), since it’s in your territory.  Take advantage of your fastest ships and take treasure from islands that are further away, but be careful that they’re not sunk because you were too aggressive.
  • It may be tempting to capture an enemy ship and use it against them, but carefully consider the possibilities.  Smaller games don’t take very long, making capturing a difficult strategy to pull off.  If you can grab a derelict treasure runner that’s near your HI, go ahead and do so, but towing an opponent’s monster gunship from far away can impede on more important tasks.
  • The first shot of any engagement is very important, since it can often leave the other ship at a considerable disadvantage if the action lasts more than one turn.  This is why you’ll want not just captains but also helmsmen on pretty much all of your gunships, to make them faster and more maneuverable.  In addition, the faster your gunships are the faster they’ll be able to take down enemy gold runners.
  • Don’t overrate the effects of terrain.  Terrain, with the occasional exception of icebergs (which can move around), is very easily avoided in most games.  If you want to make terrain more relevant, consider stringing it together in chains and rings around islands instead of following the standard rules, which say that there must be S distance between all terrain.
  • The farther the islands are apart, the more important speed is.  However, the game is often more exciting and hard-fought when the islands are placed closer together, so experiment and try placing islands closer than 3L apart.
  • There are a few exceptional abilities that you should be aware of.  A canceller is a crew that lets you cancel an enemy ability on a ship within S of the cancelling ship, which is probably the best ability in the game excluding generic crew.  Crew that give extra actions on die rolls or through sacrificing crew (usually referred to as “sac captains”) are hugely important, since they give gunships the ability to move and shoot twice, doubling their range and overall firepower.  Combining the EA and SAT abilities (which rely on die rolls) with rerollers is particularly effective.  Abilities that give +1, or better yet +2, value to one of your gold coins can win you the game, especially if you manage to get the bonus on multiple coins.  As for combat, the “world-hater” ability gives you +1 to your cannon rolls, essentially lowering them by one rank.  This can make gunships even more deadly, since using a world-hater on a ship that already has rank 2 cannons means that your cannons hit on everything except for a 1, which automatically misses anyway.
  • The fantasy elements of Pirates CSG are generally overpriced.  Sea monsters, scorpions, switchblades, and bombardiers are all fun to use, but they are also very expensive for what you get.
  • If you go into a game with a specific strategy in mind, be very prepared for it to fail.  Remember that in Pirates, “everything that can go wrong will go wrong.”  When using complex strategies or combos, it’s best to try them out in large games so you still have points left over for gold runners and aren’t relying on just one combo to win.  You’ll have games where you win despite not succeeding at your original plan.  Then there will be games where you play the way you want, and still lose.  Such is life on the high seas!
  • Remember that gold wins this game, so be wary of going too heavy on the gunships unless you’re prepared to lose the gold race.  It’s very possible to sink the entire enemy fleet but still lose the game.
  • Have fun!  Once you’ve tasted victory through more “standard” gameplay tactics, you’ll develop a desire to win in more unorthodox and unpredictable ways.

For reference, the rules:

Start Here Rules

Complete Game Rules

Master Keyword List

The Pirate Code (FAQ)

Reference Diagrams

Gameplay of Pirates CSG

A game of Pirates CSG in action!

Building a Fleet

Building a Fleet

In Pirates CSG, there are a multitude of different strategies that you can use to win games.  There are a few basic strategies that are integral to winning often, but once a player is used to them it becomes more interesting to win in unorthodox ways.

Gold runner: A fast ship (preferably S+L base move or faster) with enough cargo space (preferably at least 4) for an explorer and a good amount of treasure.  Gold runners are often small and inexpensive, although there are plenty of notable exceptions as well.  There are many abilities that help out gold runners, but more abilities that help out gunships.  Also referred to as treasure runners.  Example: Le Bon Marin (you can find her and all other game pieces in the Master Spreadsheet)

Gunship: Usually a larger ship (at least 3 masts) that has accurate cannons (rank 2 is best).  The range of the cannons isn’t as important as the rank, but L is better than S.  However, some ships can’t be hit by L range guns or are immune within S, so it’s nice to have a mix of both.  Like gold runners, gunships also love speed, since it allows them to get the first shot against enemy ships, which is extremely important.  It’s also good for gunships to have large cargo holds, since this allows you to pack on a lot of deadly crew.  When you factor in their point costs and necessary crew, gunships get expensive in a hurry.  Example: HMS Titan (5 masts, all rank-2 cannons, with a built-in Extra Action ability)

Hybrid: A ship that can either run gold or fight, possibly doing both in the same game.  There aren’t a ton of great hybrid ships out there, but hybrid ships often have amazing stats – they need enough good cannons to function as a gunship, but still have enough speed and cargo space to grab gold.  True hybrid ships often have at least 5 cargo spaces, which would leave 2 spaces available for gold if you add a captain, helmsman, and explorer.  Example: Darkhawk II (4 masts, very high cargo, good cannons)

I’ve ranked the top 5 or 10 gunships and gold runners for every faction in the Rankings threads.


Basic fleet design

Balanced fleet: This is the bread and butter of Pirates CSG: at least one ship for getting gold and at least one ship for fighting.  The number of ships isn’t important here because it depends so much on the build total used; for example, a 40 point game isn’t likely to feature more than 2 gunships and 2 gold runners, and very well might include just one of each.  Since gold is the path to victory, I generally would suggest you use 2 gold runners and 1 gunship in a 40 point game if you have 3 ships, although there are also ships that have large cargo holds that are big enough to run gold and fight.  If you have 2 gunships and just 1 gold runner, your gold game will be crippled or nonexistent if an opponent takes out your only runner.  Example: Balanced French fleet

Gold fleet: This is a fleet that concentrates exclusively on getting as much gold as possible, disregarding combat.  Since gold is so important, these fleets generally fare better than guns-only fleets, but there are some exceptions.  Ships in these types of fleets need to be very fast in order to escape the firepower of enemy gunships.  In addition to the standard helmsmen and explorer crew that these fleets rely on, there are a lot of “positive UT’s” (unique treasures) that help out your gold runners in their quest for treasure.  Either way, a balanced fleet is the way to go in most games, especially as the build total rises.  Example: Hai Peng Fort Frenzy (this one is complicated)

War fleet: Comprised of only gunships, these fleets are extremely dangerous but essentially need to sink or cripple every single ship in the enemy fleet before any of their ships get back with gold, because if even one ship gets through, this fleet probably won’t be able to make up the difference.  War fleets are often fun to play but hard to win with, although there are some ships that, when paired with certain crew, can make a guns-only fleet competitive.  There are a good amount of nasty, what I call “negative UT’s” (unique treasures) that greatly aid in the winning ways of combat-oriented fleets.  These UT’s wreak havoc on enemy gold runners when discovered at wild islands, killing crew, stopping ships from moving, and causing major problems.  Example: HMS Grand Temple 

Other strategies

Swarm: These fleets use a ton of smaller ships to overwhelm the enemy fleets with numbers.  Usually light on crew and gold-oriented, these fleets are easy pickings for a huge superfast gunship, but when split up in different directions can be quite effective.  Example: Dakmor’s swarm fleet

Boarding: These fleets focus on ramming and boarding to win.  There are a lot of different boarding abilities, and some of them are quite useful.  However, this strategy gets expensive in a hurry as most of your boarders will need captains and helmsmen to be reliably effective, essentially upping the cost of every ship by 5 points.  Boarding can be useful for killing enemy crew, but even more devastating if you manage to take an enemy gold runner’s entire cargo hold of treasure and bring it back to your home island.  Example: Small Fry Boarders

Mixed nationality fleet: This is very common, where a player uses ships and crew from more than one faction.  This is especially helpful and almost necessary when playing as the Vikings or Mercenaries, who have a lot of trouble gathering gold.  There are also a number of “alliance” ideas that make sense, such as the Cursed Pirates or the Franco-Spanish.  Either way, remember that you can use ships or crew from any and all nationalities in your fleets, so don’t let a small collection limit your options!  Example: American Pirates

Blockade/Home Island Raiding: This is a strategy that is very difficult to pull off.  When running a blockade, you’ll have multiple gunships surrounding an enemy HI (home island) in hopes of sinking or capturing their ships when they arrive home with gold.  The problem is, if your entire fleet is on blockade duty, your opponent can sail around unfettered as your ships wait all game for them to get back.  In addition, it’s tough to cover all entrances to an enemy home island, unless you set up your ships perfectly.  Even if you manage to surround it completely, your opponent may have access to mysterious islands, unique treasures, or crew that let them move YOUR ships!  If not, your enemy can concentrate their firepower and offensive assault on one side of their island, and as soon as the blockade is broken, gold runners will start docking.  This strategy is sometimes combined with home island raiders (HI raiders), which are ships or crew that have an ability that lets them dock at enemy HI’s and steal gold.  These abilities are difficult to use because your opponent will often have ships coming and going from their HI, making it hard to get in and out without being attacked.  In addition, if you steal an opponent’s gold, they will usually make stealing it back or sinking your raider a high priority.  Example: The Best Raiders of Spain (normally you don’t base your whole fleet around this)

Fort and flotilla zone control: This is a strategy that centers around speed at the beginning of the game and defence thereafter.  If your ships are fast enough, you can build forts on wild islands, protecting the gold until your gold runners can safely sail it back to your home island.  The forts are a great deterrent to enemy ships, and flotillas stationed in strategic positions can further increase the reach of your cannons’ firing arcs, giving your wide swaths of “zone control” until your opponent potentially knocks them out.  Note: flotillas don’t affect the base move of a ship as regular towing does, but when towing a flotilla you aren’t allowed to gain the +S bonus from the helmsman ability and other such movement bonuses.  Therefore it’s advisable to use flotillas with ships that have high base moves, preferably as high as S+S+S or L+L, with S+L as a minimum.  Example: Ultimate Zone Control

Mind Control: This is my favourite “gimmick” strategy.  It’s not very viable as a competitive fleet design since it’s so dependent on the luck of the dice, but when executed correctly it’s one of the most fun ways to win.  This is more complex than most other strategies, but the basic idea is to use ship, crew, UT, and mysterious island (MI) abilities to move enemy ships to your advantage, giving you “mind control” and move your opponent’s fleet as well as your own.  Example: Mind Control

Crew capturing and possession: This is another gimmick fleet that relies on very specific abilities.  Captain Davy Jones (from the POTC set) and Wraith (SS version) allow you to “recycle” crew after they’ve been eliminated, giving you access to their abilities.  Captain Nemo (MI) allows you to capture crew when you win a boarding party, whereupon they can use their abilities on Nemo’s ship.  In addition, there are a handful of crew and ships with the “possession” ability, which allows you to capture an enemy crew on a ship within S if you roll a 6.  Finally, there are some crew and ships with the “gold capture” ability, which allows you to capture enemy crew when you board, and then turn them into gold worth their point cost when you unload them at your home island.  Any combination of these strategies is difficult to pull off, but as with the Mind Control strategy it’s very fun to attempt.  Examples: Crew Recycling 2.0

Underwater fleet: Sea monsters and submarines can submerge, making them virtually invincible to anything other than cancellers and “sub hunters” – an ability that lets the ship shoot at submerged ships within S of the ship.  This strategy is tough not because it’s a bad idea, but because sea monsters and submarines are both rather slow and overpriced.  There are some sea monsters that are playable, but they can’t carry crew.  Most submarines don’t make good gold runners, and no subs have more than three masts, so their offensive output is limited as well.  Example: Mercenary Fleet that won a game

Extra Action speed fleets: These fleets use the sac ability (eliminate a crew to gain an extra action), EA (extra action on a 5-6), and SAT (same action twice on a 5-6) abilities to move very fast.  This is one of the best strategies out there, as these abilities don’t cost much and give you a lot of bang for your buck.  Speed is huge in Pirates, and with multiple ships capable of moving twice in one turn, your chances of winning go up in a hurry.  The sac ability is seen as particularly cheap because it doesn’t depend on a die roll and only costs 2 points, but there is no denying its effectiveness.  Example: EA Gold Runners

UT-dependent fleets: More for fun games, these fleets are dependent on finding specific unique treasures to win the game through their effects.  There are plenty of powerful UT’s, such as Nemo’s Plans, which lets you keep UT’s on your ship that are usually removed from the game after just one use.  There is even a UT that lets you bring a Kraken into the game if you roll a 6!  Example: Unleash The Kraken!

Fog hopping: Another very gimmicky idea, this strategy uses the handful of ships with the fog-hopping ability.  This lets ships go into a fog bank on one turn, and then “hop” and come out of a different fog bank on their next turn!  This fleet is particularly interesting when combined with the smokebank/reverse captain strategy, which is often intertwined with HI raiders.  This is one of the more complex fleets out there, and it’s tough to use such an expensive and fragile strategy unless the build total is higher than the standard 40 points.  Examples: TOoDJ 2nd entry: Cat and MouseFog hopping and smoke dropping

There are other types of fleets too, but this should give you plenty of ideas!  Once you’ve got your fleet ready, you’re ready to start playing!  In case you want to be better prepared to set sail, here are some tips.

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Pirates with Ben – About Pirates CSG

Pirates with Ben
What is Pirates CSG?

Pirates Constructible Strategy Game (CSG) is a collectible and constructible board game that was produced by Wizkids from 2004 to 2008, releasing 13 sets (or “expansions”) in a five year period.  Topps (who owned Wizkids) shut the game down on November 10th 2008.  Since then NECA (National Entertainment Collectibles Association) has bought Wizkids and the Pirates CSG product line from Topps, proceeding to make a cards-only version of the game.  Pirates with Ben is the online home of Admiral A7XfanBen, one of the game’s most passionate fans.

One game pack contains everything you need to play (hence the “Game in Every Pack!” slogan): two ships, an island, a card with treasure, and both the simple “Start Here” rules and the “Complete Game” rules.  The packs originally sold for $3.99.  Wizkids also began making Special Edition boxes and other releases such as Mega Packs and Scavenger Packs in later sets.

The ships come “unpunched” in their cards.  Punch them out and build them!  Some ships are harder to build than others, but the Start Here rules have assembly pictures for each particular ship or hull type for that particular set.  You can also punch out the islands, crew, and treasure, although some players keep their crew (especially named crew, the crew that have unique faces and flavor text) in the cards.

Pirates is similar to a board game but without a board.  This is one of the biggest appeals of the game – with no set path to go on like almost all other games have, you can sail wherever you want and do whatever you want!  The game is extremely customizable, since you can play games as big or as small as you like.  There are so many ships and crew that you’ll never run out of options when building fleets.

Feel free to create a free account to participate in the Forum here at Pirates with Ben!  If you’re new to the game, check out my Beginner’s Guide to get started where you can find tutorial videos on how to play.

Below you can find the full rules for the game, in addition to supplemental material that will help when playing.  Full credit goes to those who created and uploaded the documents at BoardGameGeek.  (On desktop the PDFs will open in a new tab; on a smartphone you may have to hold the link and hit “download link” or open in new tab)

Start Here Rules

Complete Game Rules

Master Keyword List

The Pirate Code (FAQ)

Reference Diagrams

Pirates CSG Master Spreadsheet (shared Google Sheet)

Pirates CSG Master Spreadsheet (.xlsx file download)

Master Spreadsheet with all game pieces on one sheet: shared Google Sheet, .xlsx file download

Other database resources: PSMList, Tilorfire27’s online database