Pirates with Ben – About Pirates CSG › Pirates CSG Forums › Pirates CSG › Questions About Game Rules & The Pirate Code
Tagged: Rules, The Pirate Code
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Xerecs.
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April 4, 2025 at 5:56 PM #20429
Ben
KeymasterJust for sake of clarification, I assume both coins have to be completely random for Ship Treasure Trading? (unless a ship only has 1 coin of course) Or is it still loser chooses?
Once per turn, if this ship carries treasure and is within S of an enemy ship, you may randomly trade one treasure with that ship.
April 18, 2025 at 11:49 PM #20456Ben
KeymasterFog Bank:
When any part of a ship or sea creature touches a fog bank, the entire game piece must be placed within the fog bank as a free action; the game piece’s turn ends, even if it could move farther that turn.
I assume they meant “the game piece’s ACTION” ends? Or are fog banks supposed to prevent a ship with an extra action from moving out of the fog bank on the same turn it moved into one?
April 19, 2025 at 7:51 AM #20457Woelf
ModeratorSorry, busy week and I’d missed this one earlier…
Just for sake of clarification, I assume both coins have to be completely random for Ship Treasure Trading? (unless a ship only has 1 coin of course) Or is it still loser chooses?
Once per turn, if this ship carries treasure and is within S of an enemy ship, you may randomly trade one treasure with that ship.
Yes, both should be randomized if possible.
Fog Bank:
When any part of a ship or sea creature touches a fog bank, the entire game piece must be placed within the fog bank as a free action; the game piece’s turn ends, even if it could move farther that turn.
I assume they meant “the game piece’s ACTION” ends? Or are fog banks supposed to prevent a ship with an extra action from moving out of the fog bank on the same turn it moved into one?
Yes, it should be Action. That goes back to the long-running problem with the rules being written as if extra action abilities didn’t exist.
April 25, 2025 at 1:52 AM #20480
XerecsModerator“The Code, S-Boarding”
-This ability may be used by or against a ship that is submerged
This would mostly apply to submarines, but if the S-board ability was on a Sea Monster, either built-in like on Lasses’ Lament or present via a the Chariot, would that Sea Monster be able to board while submerged?
April 26, 2025 at 10:52 PM #20484Woelf
Moderator“The Code, S-Boarding”
-This ability may be used by or against a ship that is submerged
This would mostly apply to submarines, but if the S-board ability was on a Sea Monster, either built-in like on Lasses’ Lament or present via a the Chariot, would that Sea Monster be able to board while submerged?
Yes, it can be used by a submerged Sea Monster. All of the restrictions described in the keyword “After winning a boarding action…” still apply normally.
April 29, 2025 at 12:28 PM #20485
XerecsModerator“Spanish Native Canoes”
Native Canoe. Each treasure this ship unloads at your home island is worth +1 gold.
A couple questions, firstly since the ability refers to “this ship” and not “this canoe” I take it that it could be copied and used by another ship?
Is the trigger different enough to stack with other gold bonus abilities, specifically the other +1 bonuses? Or should this be considered the same as the other +1 bonuses?
April 30, 2025 at 10:28 PM #20488Woelf
Moderator“Spanish Native Canoes”
Native Canoe. Each treasure this ship unloads at your home island is worth +1 gold.
A couple questions, firstly since the ability refers to “this ship” and not “this canoe” I take it that it could be copied and used by another ship?
Is the trigger different enough to stack with other gold bonus abilities, specifically the other +1 bonuses? Or should this be considered the same as the other +1 bonuses?
It’s not tied specifically to the ship type or the keyword, so it can be copied.
Each+1 is slightly different from One+1, One+2, and Silver+1, so you could theoretically combine all four.
May 1, 2025 at 3:09 PM #20496
XerecsModeratorHmmm. That gives me ideas. Thanks Woelf!
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I have a couple questions and clarifications regarding the English Native Canoes from RtSS.
In the old MT thread it was confirmed that they can be used to “repair” Sea Monsters. Would their ability allow for non-Sea Monster creatures to be “repaired” as well; such as Sea Dragons, Titans and Krakens/Octopus? Specifically for a Kraken, could the ability target both the Kraken and any ship that Kraken may have surrounded?
If I have a damaged ship near an opposing damaged ship and a friendly non-English Native Canoe is within S of both, and an English canoe succeeds at their roll, would both ships within S of the non-English canoe be able to repair a mast? Or am I able to choose to not have the enemy ship repair?
In the same situation as above, but this time 3 English canoes have succeeded on their roll. Can all of the rolls be applied through the non English canoe that is within S of my damaged ship and the opposing ship? Or would each successful English canoe roll require a different canoe to go through?
May 5, 2025 at 4:48 PM #20500Woelf
Moderator(Ability text for reference)
Native Canoe. Give this ship a move action but do not move her. Instead, roll a d6. On a result of 5 or 6, you may repair one mast on ships within S of any native canoes.
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I have a couple questions and clarifications regarding the English Native Canoes from RtSS.
In the old MT thread it was confirmed that they can be used to “repair” Sea Monsters. Would their ability allow for non-Sea Monster creatures to be “repaired” as well; such as Sea Dragons, Titans and Krakens/Octopus? Specifically for a Kraken, could the ability target both the Kraken and any ship that Kraken may have surrounded?
The sea creature rules are what prevents them from being given repair actions. The canoe ability works on them because it’s making the repair without giving the action to the creature.
If I have a damaged ship near an opposing damaged ship and a friendly non-English Native Canoe is within S of both, and an English canoe succeeds at their roll, would both ships within S of the non-English canoe be able to repair a mast? Or am I able to choose to not have the enemy ship repair?
The player using the canoe’s ability gets to choose which specific ships out of all that are eligible actually get repaired. You’re not forced to repair opposing ships and generally wouldn’t, but there might be the rare situation where it’s somehow to your benefit.
In the same situation as above, but this time 3 English canoes have succeeded on their roll. Can all of the rolls be applied through the non English canoe that is within S of my damaged ship and the opposing ship? Or would each successful English canoe roll require a different canoe to go through?
Each successful roll triggers the effect, so three successful rolls means up to three repairs per ship in range of any canoe. Only the English ones can attempt the roll, but ANY canoe in play, even opposing ones, can be used to determine what gets repaired.
You should resolve each roll and repair separately – don’t roll for multiple canoes at once.
June 12, 2025 at 7:26 PM #20625Jared Nicholes
ParticipantI have a quick question about game rules. It’s actually a very unusual situation.
I think I have a misprinted card/ship. The card is 022 from oceans edge, the Deliverance. According to the card, there are two 3S cannons and three 3L cannons. However, when I look at the masts on the ship itself, I’m seeing four 3L cannons and one 3S cannon. I verified that all the masts are for the Deliverance, I compared the numbers on them to the number on the ship. They are the same.
Should I follow the cannons on the card, or the cannons on the masts? I can’t figure it out.
I am stumped.
June 13, 2025 at 8:08 PM #20627Woelf
ModeratorI think I have a misprinted card/ship. The card is 022 from oceans edge, the Deliverance. According to the card, there are two 3S cannons and three 3L cannons. However, when I look at the masts on the ship itself, I’m seeing four 3L cannons and one 3S cannon. I verified that all the masts are for the Deliverance, I compared the numbers on them to the number on the ship. They are the same.
Should I follow the cannons on the card, or the cannons on the masts? I can’t figure it out.
I am stumped.
The Pirate Code has you covered:
-Mismatched Cannons: The cannons shown on a deckplate card typically correspond to the cannons shown on the masts of a ship in a left-to-right, front-to-back arrangement. However, if all cannons shown on the deckplate match the cannons on the masts but their order is different, the masts take priority (example: 3S-3S-3L vs. 3S-3L-3S). If one or more cannons cannot be matched in any order, the deckplate takes priority (example: 2S-3S-4S vs. 3S-4L-4S)
June 28, 2025 at 3:40 PM #20746Ben
KeymasterShould the following PotC game pieces be considered duplicates and not allowed in the same fleet?
Will Turner (020, 059)
Cursed Captain Barbossa (017), Captain Barbossa (062)
All four krakens (200-203)
With the last of those under “different name, but same crew/ship”
June 29, 2025 at 7:28 AM #20751Woelf
ModeratorShould the following PotC game pieces be considered duplicates and not allowed in the same fleet?
Will Turner (020, 059)
Cursed Captain Barbossa (017), Captain Barbossa (062)
These two characters for sure, because they’re just alternate versions of the same person. Similar to the multiple Sparrows.
All four krakens (200-203)
With the last of those under “different name, but same crew/ship”
This one is a little less clear. I think there was technically only one kraken in the movies, but these are set up fairly different from each other, and the names are a bit more generic, so I’m inclined to treat them as different members of the same species.
July 15, 2025 at 12:44 PM #20820Ben
KeymasterDoes Cursed Captain Jack have to be rolled before the kraken cancelling ability, or can the player choose the order in which they’re applied?
Code entries:
CCJ:
This ability must be used before applying any other “beginning of turn” abilities or effects.
Kraken cancelling:
This ability is rolled at the beginning of a turn, before any other “beginning of turn” abilities.
Does that slight difference in Code entry wording mean that CCJ must go first, or does it default to player choice?
The beginning and end of a turn are single points in time where multiple abilities and effects can occur. Unless specified by the ability or in this document, the player whose turn it is may choose the order in which they are resolved.
July 19, 2025 at 10:48 AM #20826Woelf
ModeratorDoes Cursed Captain Jack have to be rolled before the kraken cancelling ability, or can the player choose the order in which they’re applied?
Code entries:
CCJ:
This ability must be used before applying any other “beginning of turn” abilities or effects.
Kraken cancelling:
This ability is rolled at the beginning of a turn, before any other “beginning of turn” abilities.
Does that slight difference in Code entry wording mean that CCJ must go first, or does it default to player choice?
The beginning and end of a turn are single points in time where multiple abilities and effects can occur. Unless specified by the ability or in this document, the player whose turn it is may choose the order in which they are resolved.
The way the abilities are worded technically puts Jack first. If he hits, you don’t roll for Kraken because its ability would shut down, but Parley would still be available.
July 19, 2025 at 11:38 AM #20827Brian
ParticipantHey Woelf, thanks for the response. I’m the user that asked this question. I just don’t know that I follow you here, since both ability errata state “This ability must be used before applying any other “beginning of turn” abilities or effects.” and “This ability is rolled at the beginning of a turn, before any other “beginning of turn” abilities.” Which is an impossibility to resolve based on the wording provided, since both specify they have to be rolled first. If we’re just looking at the original card wordings, the “beginning of turn” wording is also identical, so there is no inherent ordering of the two abilities, just based on what’s printed. It would appear to me this should revert back to the quote Ben provided where the player whose turn it is gets to decide how they resolve.
July 19, 2025 at 9:55 PM #20830Woelf
ModeratorHey Woelf, thanks for the response. I’m the user that asked this question. I just don’t know that I follow you here, since both ability errata state “This ability must be used before applying any other “beginning of turn” abilities or effects.” and “This ability is rolled at the beginning of a turn, before any other “beginning of turn” abilities.” Which is an impossibility to resolve based on the wording provided, since both specify they have to be rolled first. If we’re just looking at the original card wordings, the “beginning of turn” wording is also identical, so there is no inherent ordering of the two abilities, just based on what’s printed. It would appear to me this should revert back to the quote Ben provided where the player whose turn it is gets to decide how they resolve.
I didn’t have the physical cards handy so I was comparing the PC entry to the text in the Master Spreadsheet, and at least there, the way they’re written is subtly different. Jack’s specifically does say “beginning of turn”, while the two Krakens just say “each turn”. The PC pushes the kraken ability forward to the beginning of the turn because that avoids any weird timing issues where a player could run through several other abilities, then roll for that to shut everything down later in their turn.
Going by the original wordings, Jack’s more specific timing takes priority. However, actual timing-wise it’s not going to change things too much if you did do them in reverse order. Succeeding at either will prevent rolling for the other; beyond that it’s just a matter of what else shuts down with it, and how long it lasts.
July 20, 2025 at 1:41 PM #20832Ben
KeymasterCan a native canoe be used to trigger the ability of El Puerto Blanco while still moving other native canoes in the same set of canoes?
A ship docked at this fort may use its action for the turn to look at one face-down treasure on each island.
Or does the canoe have to move and redock, which would not be using its action for the turn to do the spying.
July 20, 2025 at 9:00 PM #20836Woelf
ModeratorCan a native canoe be used to trigger the ability of El Puerto Blanco while still moving other native canoes in the same set of canoes?
A ship docked at this fort may use its action for the turn to look at one face-down treasure on each island.
Or does the canoe have to move and redock, which would not be using its action for the turn to do the spying.
You don’t have to do exactly the same thing with each action, but all of the actions that are given to the canoes still have to be the same type. Activating ELP isn’t a move or shoot action, so if you used that you wouldn’t be able to move or attack with any of the others. If you have multiple docked at the fort, they could all use their actions separately to look multiple times.
You’re not required to give every canoe an action. If you moved some of the others, the one at the fort could remain docked there without taking any action at all.
September 11, 2025 at 7:28 PM #20892Ben
KeymasterIf Calim hits with grapple shot, I assume a successful boarding party would eliminate a mast?
Grapple Shot: If it hits, do not eliminate a mast; instead this ship can initiate a boarding party against the target.
Calim: If this sea monster succeeds at a boarding party, it also eliminates a mast.
-Initially I thought the “do not eliminate” would take precedence per the Code, but in this case it’s not the hit that would cause the ability conflict. I suppose there’s probably no ability conflict, since it’s hit>boarding>boarding result (eliminate a mast and whatever option the loser chooses).Is rolling for the Fear keyword mandatory?
Does repairing a towed derelict automatically break the tow? Ex: start towing a derelict, it repairs with a shipwright, then quickly becomes derelict again – must it be re-towed even if neither ship moved since before the repair happened?
-As a general note, I also find it interesting that the towing rules don’t seem to say anything about the ship needing to stay derelict to continue towing. The Code alludes to it, but I might as well ask: if repairing doesn’t break a tow, can a non-derelict get towed if the tow was never dropped?Island Paradise MI: You can assign a crew worth 3 or fewer points from your collection to a ship in your fleet.
Does the new crew have to be placed face up? (similar to the Castaway UT)
-I assume the other elements would mostly follow the Code entry for Castaway, except for the nationality part.Is this the correct order of operations when finding Kharmic Idol on the same wild island with other face up UT’s such as Native Lore? (from RtSS)
-Reveal both UT’s, then Kharmic Idol immediately eliminates both because its effect says “when revealed”, which I believe overrides the usual “precedence rule” of the active player choosing the order in which they’re applied. (If two or more abilities at the same “level” conflict and no other priority is indicated in their text or this document, the controller of the game pieces may choose which ability takes precedence.)
(per the Explore Action order of operations on page 62 of the Code)
6) Reveal all unique treasures (unless they can be loaded facedown).
7) Load all revealed unique treasures face up.
8) Apply the effects of all revealed unique treasures.
-Although if another “when revealed” UT (such as Volcano) is present on the island with Kharmic Idol, the controlling player should be able to choose the order in which they’re applied, so they might choose to trigger a non-Idol UT to have its effect matter before Idol wipes it out.
-There are also weird wording discrepancies in something like Pandora’s Box: it says “when revealed… put aboard this ship”. In which case the UT’s could be assigned to the ship before step 7 (load), which in theory could be a workaround to certain negative UT’s that take effect when loaded (I know this probably isn’t an exploitable loophole).If Kharmic Idol eliminates the Ammunition UT, does the equipment stay on the ship?
Ammunition: When revealed, this player chooses a piece of equipment with “shot” in the name from outside the game and assigns it to this ship; this equipment does not take up cargo space.Is the Natives UT always eliminated by Kharmic Idol/Pirata Codex?
Natives: The ship that reveals Natives may not be given actions for a number of rounds equal to number of crew on her when Natives is revealed. Leave Natives face down on its island.
-I would think so, unless the first part is equivalent to the “when revealed” wording of the Idol. If the latter, the player could choose to apply Natives first, in which case it would be face down by the time Idol went active (potentially with the idea of hoping another player would encounter it later in the game).Will Trees remove fire masts and replace them with the regular (repaired) masts?
Trees: Trees may remain face-down on its island if the ship that explores that island has all of its masts. When Trees is revealed, fully repair this ship, and then remove Trees from the game.
-I think it should, since it says “fully repair”Eye of Insanity UT: Does the “copier” crew need to be able to use its ability in the first place?
EoI: At the beginning of each of your turns, choose a target crew on this ship. Then choose a Cursed crew in play. The target can use the Cursed crew’s ability that turn instead of its own. You may make a different choice each turn.
For example, can a Captain crew on a derelict (no way to move+shoot) still use the EoI to copy a Cursed crew?On a related note…
“If the target Cursed crew has multiple abilities only one can be copied at a time.”
What about the original crew being used through the Eye? If they have multiple abilities, can they retain the use of all but one of their abilities?Altar of the Loa UT: If giving opponent move actions and moving a flotilla of theirs into range of my ship, can I choose not to shoot at my ship with their flotilla? Or must I because it’s all or nothing with the actions?
“you may choose to give actions to his or her ships or choose that he or she gets no actions at all”
Ex: Do I have to give all of their ships actions (that can be given any), none of them actions, or can I mix and match?MI #12: 5-6: When this ship explores this island, replace one treasure coin with a unique treasure from your collection.
Can you replace a coin that is already on the ship rather than on the island?Can you eliminate and nullify multiple of the same UT at once (ex: brought in via Pandora’s Box) with a single copy of Jailhouse Dog? (ex: if multiple players bring in Kharmic Idol) (possibly due to the No-Stacking Rule)
Can you stack the regular equipment with the LE versions? (is the sentence about eliminating after using enough for it to be a different trigger?)
-Might not matter if LE is used first….Is the Knights of Malta Banner worth gold if it’s on a ship at the end of a multiplayer game? (where gold on ships counts toward victory)
“If loaded by a Barbary Corsair ship, Knights of Malta Banner is worth 5 gold when unloaded at your home island. If loaded by another nation’s ship, it is worth 1 gold for every mast that ship eliminates while Knights of Malta Banner is aboard.”
-The key point being that it only says “when unloaded” for the 5 gold part, not for the mast elimination section.
-If yes, I would assume that also applies to Barbary Banner on a Corsair ship in the same situation.MI #7: 5-6: After exploring this island, place a treasure coin from your collection with value equal to or less than one you took on the island.
1. Does one 5-6 roll only last for one explore of the island? Or does it last for the whole game?September 13, 2025 at 10:27 AM #20896Woelf
ModeratorThe UBB code is having issues (might be old system vs. new system differences), so I had to paste the quoted bits as plain text. Answers are marked with ***.
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If Calim hits with grapple shot, I assume a successful boarding party would eliminate a mast?
Grapple Shot: If it hits, do not eliminate a mast; instead this ship can initiate a boarding party against the target.
Calim: If this sea monster succeeds at a boarding party, it also eliminates a mast.
-Initially I thought the “do not eliminate” would take precedence per the Code, but in this case it’s not the hit that would cause the ability conflict. I suppose there’s probably no ability conflict, since it’s hit>boarding>boarding result (eliminate a mast and whatever option the loser chooses).
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*** The Grapple applies during the shoot action portion while Calim’s ability applies during the boarding action portion, which separates them enough that both work in full. The initial hit will not eliminate a mast, but the boarding still can.
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Is rolling for the Fear keyword mandatory?
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*** I think it’s intended to be mandatory, but the wording is a little murky, and I can’t recall what (if anything) was the ruling on it in the past. It normally only affects enemy ships, so if you didn’t want to roll it for some reason, you don’t have to.
(If you have the Cursed UT on your ship, then rolling becomes mandatory.)
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Does repairing a towed derelict automatically break the tow? Ex: start towing a derelict, it repairs with a shipwright, then quickly becomes derelict again – must it be re-towed even if neither ship moved since before the repair happened?
-As a general note, I also find it interesting that the towing rules don’t seem to say anything about the ship needing to stay derelict to continue towing. The Code alludes to it, but I might as well ask: if repairing doesn’t break a tow, can a non-derelict get towed if the tow was never dropped?
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*** As soon as the ship is repaired (or becomes ineligible for towing some other way), the tow is immediately broken. If the repaired mast gets knocked off again, you’ll have to initiate towing again. As long as the ships didn’t get physically moved apart, you’ll be able to do that immediately when the lead ship is given a new move action.
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Island Paradise MI: You can assign a crew worth 3 or fewer points from your collection to a ship in your fleet.
Does the new crew have to be placed face up? (similar to the Castaway UT)
-I assume the other elements would mostly follow the Code entry for Castaway, except for the nationality part.
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*** Treat it like Castaway – place it face up.
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Is this the correct order of operations when finding Kharmic Idol on the same wild island with other face up UT’s such as Native Lore? (from RtSS)
-Reveal both UT’s, then Kharmic Idol immediately eliminates both because its effect says “when revealed”, which I believe overrides the usual “precedence rule” of the active player choosing the order in which they’re applied. (If two or more abilities at the same “level” conflict and no other priority is indicated in their text or this document, the controller of the game pieces may choose which ability takes precedence.)
(per the Explore Action order of operations on page 62 of the Code)
6) Reveal all unique treasures (unless they can be loaded facedown).
7) Load all revealed unique treasures face up.
8) Apply the effects of all revealed unique treasures.
-Although if another “when revealed” UT (such as Volcano) is present on the island with Kharmic Idol, the controlling player should be able to choose the order in which they’re applied, so they might choose to trigger a non-Idol UT to have its effect matter before Idol wipes it out.
-There are also weird wording discrepancies in something like Pandora’s Box: it says “when revealed… put aboard this ship”. In which case the UT’s could be assigned to the ship before step 7 (load), which in theory could be a workaround to certain negative UT’s that take effect when loaded (I know this probably isn’t an exploitable loophole).
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*** The game mostly treats the Reveal-Load-Apply steps as simultaneous, but the wordings of some (like these mentioned) force the momentary distinctions between them. If multiple “when revealed” UTs are found on an island, the player exploring can choose the order they apply. Kharmic Idol is going to wipe most of the others out no matter when it’s applied, but Volcano could potentially take the Idol out first, preventing its effect.
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If Kharmic Idol eliminates the Ammunition UT, does the equipment stay on the ship?
Ammunition: When revealed, this player chooses a piece of equipment with “shot” in the name from outside the game and assigns it to this ship; this equipment does not take up cargo space.
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Only the UT goes away automatically, so the Equipment remains, but it will now take up space. Depending what else is on the ship, that could force you to toss it overboard.
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Is the Natives UT always eliminated by Kharmic Idol/Pirata Codex?
Natives: The ship that reveals Natives may not be given actions for a number of rounds equal to number of crew on her when Natives is revealed. Leave Natives face down on its island.
-I would think so, unless the first part is equivalent to the “when revealed” wording of the Idol. If the latter, the player could choose to apply Natives first, in which case it would be face down by the time Idol went active (potentially with the idea of hoping another player would encounter it later in the game).
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*** Natives is treated like a “load facedown” UT, even though it goes back on the island, so Kharmic Idol will not remove it.
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Will Trees remove fire masts and replace them with the regular (repaired) masts?
Trees: Trees may remain face-down on its island if the ship that explores that island has all of its masts. When Trees is revealed, fully repair this ship, and then remove Trees from the game.
-I think it should, since it says “fully repair”
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*** There’s an argument for the “replace” vs. “repair” distinction that is relevant elsewhere, but Trees is intended to be a true full repair, so any fire masts should be removed before fully repairing.
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Eye of Insanity UT: Does the “copier” crew need to be able to use its ability in the first place?
EoI: At the beginning of each of your turns, choose a target crew on this ship. Then choose a Cursed crew in play. The target can use the Cursed crew’s ability that turn instead of its own. You may make a different choice each turn.
For example, can a Captain crew on a derelict (no way to move+shoot) still use the EoI to copy a Cursed crew?
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*** Being able to actually use a copied ability is not a requirement.
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On a related note…
“If the target Cursed crew has multiple abilities only one can be copied at a time.”
What about the original crew being used through the Eye? If they have multiple abilities, can they retain the use of all but one of their abilities?
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*** I think the intention was that it completely overwrites the Eye user’s abilities with the abilities of the target, so you gain the use of everything from the target, but lose the use of everything your crew had.
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Altar of the Loa UT: If giving opponent move actions and moving a flotilla of theirs into range of my ship, can I choose not to shoot at my ship with their flotilla? Or must I because it’s all or nothing with the actions?
“you may choose to give actions to his or her ships or choose that he or she gets no actions at all”
Ex: Do I have to give all of their ships actions (that can be given any), none of them actions, or can I mix and match?
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*** You can decide for each individual ship.
September 13, 2025 at 11:23 AM #20897Woelf
ModeratorMI #12: 5-6: When this ship explores this island, replace one treasure coin with a unique treasure from your collection.
Can you replace a coin that is already on the ship rather than on the island?
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***It only replaces coins already on the island.
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Can you eliminate and nullify multiple of the same UT at once (ex: brought in via Pandora’s Box) with a single copy of Jailhouse Dog? (ex: if multiple players bring in Kharmic Idol) (possibly due to the No-Stacking Rule)
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***Jailhouse Dog will only remove one copy. Any other copies of Kharmic Idol remain, and removing the first *before* applying its ability will not prevent the next one in line from triggering. You’d need a separate Dog for each Kharmic Idol to stop them all.
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Can you stack the regular equipment with the LE versions? (is the sentence about eliminating after using enough for it to be a different trigger?)
-Might not matter if LE is used first….
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*** The removal vs. non-removal makes them different enough that both can be used. You have to specify which one you’re using with each shot.
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Is the Knights of Malta Banner worth gold if it’s on a ship at the end of a multiplayer game? (where gold on ships counts toward victory)
“If loaded by a Barbary Corsair ship, Knights of Malta Banner is worth 5 gold when unloaded at your home island. If loaded by another nation’s ship, it is worth 1 gold for every mast that ship eliminates while Knights of Malta Banner is aboard.”
-The key point being that it only says “when unloaded” for the 5 gold part, not for the mast elimination section.
-If yes, I would assume that also applies to Barbary Banner on a Corsair ship in the same situation.
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*** The wording could be better, but for both effects it needs to be unloaded before it takes on any actual gold value.
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MI #7: 5-6: After exploring this island, place a treasure coin from your collection with value equal to or less than one you took on the island.
1. Does one 5-6 roll only last for one explore of the island? Or does it last for the whole game?
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*** It only applies to the first explore action by the ship that triggered the roll. (If it leaves and re-docks without exploring, a new roll is required.)
September 13, 2025 at 12:06 PM #20898Ben
KeymasterI think the intention was that it completely overwrites the Eye user’s abilities with the abilities of the target, so you gain the use of everything from the target, but lose the use of everything your crew had.
Interesting, I figured it was the opposite based on this line from the Code. “If the target Cursed crew has multiple abilities only one can be copied at a time.”
Natives is treated like a “load facedown” UT, even though it goes back on the island, so Kharmic Idol will not remove it.
I’ll admit that’s very odd to me. Since Natives says “revealed” in its ability text and Kharmic Idol says “when revealed”, it seems like the Idol could be applied first to knock out Natives. Because you would still need to reveal Natives to the other players to justify why your ship got stuck at the island for X turns – otherwise there would be an incentive to cheat by just putting it back and acting like it was a normal coin or a face down UT that didn’t have to be loaded/applied.
It only applies to the first explore action by the ship that triggered the roll. (If it leaves and re-docks without exploring, a new roll is required.)
Oh wow, so you can’t get the 5-6 effect with one ship, and then explore with a different ship to get the effect? Some of these ability wordings should have been a lot more specific… I’ll try to keep that in mind for my customs….
September 14, 2025 at 3:11 PM #20902Woelf
ModeratorI think the intention was that it completely overwrites the Eye user’s abilities with the abilities of the target, so you gain the use of everything from the target, but lose the use of everything your crew had.
Interesting, I figured it was the opposite based on this line from the Code. “If the target Cursed crew has multiple abilities only one can be copied at a time.”
D’oh! I must have grabbed a previous version of the PC somehow or just plain missed that when I double checked it. Go with what’s written there, and with the literal wording of the ability. You gain one ability, and lose one. If either has multiples, you have to pick which when the Eye is activated.
Natives is treated like a “load facedown” UT, even though it goes back on the island, so Kharmic Idol will not remove it.
I’ll admit that’s very odd to me. Since Natives says “revealed” in its ability text and Kharmic Idol says “when revealed”, it seems like the Idol could be applied first to knock out Natives. Because you would still need to reveal Natives to the other players to justify why your ship got stuck at the island for X turns – otherwise there would be an incentive to cheat by just putting it back and acting like it was a normal coin or a face down UT that didn’t have to be loaded/applied.
Natives is only “revealed” long enough to show it’s there, but otherwise is never a face-up UT, so it avoids being what Kharmic Idol targets. It would only go away if something like Maps of Alex had flipped it up before KI was found.
It only applies to the first explore action by the ship that triggered the roll. (If it leaves and re-docks without exploring, a new roll is required.)
Oh wow, so you can’t get the 5-6 effect with one ship, and then explore with a different ship to get the effect? Some of these ability wordings should have been a lot more specific… I’ll try to keep that in mind for my customs….
Mysterious Islands were not the best-thought-out addition to the game, but unless it’s an immediate effect and/or specifically says otherwise, the roll only applies to the specific ship that rolled it, and only to next time that ship does the action specified (explore, move, etc.).
Multiple ships docking at an island on the same turn could each have completely different effects to deal with.
September 17, 2025 at 4:27 PM #20905Ben
KeymasterMysterious Islands were not the best-thought-out addition to the game, but unless it’s an immediate effect and/or specifically says otherwise, the roll only applies to the specific ship that rolled it, and only to next time that ship does the action specified (explore, move, etc.).
My argument is that it effectively does say otherwise, by not specifying anything when it actually needs to for clarity purposes. “After exploring this island” is ambiguous compared to “After this ship explores this island”. The islands are from the same set and it’s the same type of game piece, so if they wanted to make them the exact same specification, the ability text should reflect that. I feel like it should be played as written, especially because there are so many cases like this throughout the game that will otherwise expand the Pirate Code even more if I have to keep bringing them all up for clarification. As written, the most logical interpretation would be that it’s after any of your ships explores the island, but probably just the next one that does, not for all future friendly explores of the island (since of course each ship that docks has to roll for effect).
MI #9: 5-6: “After this ship explores this island, swap any number of treasure coins taken with an equal number of treasure coins chosen randomly from other wild islands.”
Is the choice of wild islands you take from random as well, or just the coins themselves from island(s) you pick?
It’s also a bit odd that the quantity is ambiguous – “any number of treasure coins” implies you could just swap one (except for coins being plural), but the plural nature of “from other wild islandS” makes it seem like you might have to swap from at least two other wild islands, therefore upping the minimum coin swap count to 2 coins (which might not be possible if there is only 1 coin/WI available).
Based on this Code line from Intermediaro’s entry, I assume that you could use the above swap ability to swipe gold out from under a fort, even if that was the coin satisfying the gold cost of the fort?
You may take treasure from an opposing fort even if the total gold value remaining on the island would be less than the gold cost of the fort; if this occurs, the fort remains in play and continues to function normally.
September 17, 2025 at 8:04 PM #20907Woelf
ModeratorMy argument is that it effectively does say otherwise, by not specifying anything when it actually needs to for clarity purposes. “After exploring this island” is ambiguous compared to “After this ship explores this island”. The islands are from the same set and it’s the same type of game piece, so if they wanted to make them the exact same specification, the ability text should reflect that. I feel like it should be played as written, especially because there are so many cases like this throughout the game that will otherwise expand the Pirate Code even more if I have to keep bringing them all up for clarification. As written, the most logical interpretation would be that it’s after any of your ships explores the island, but probably just the next one that does, not for all future friendly explores of the island (since of course each ship that docks has to roll for effect).
The rule sheet from SS says, “Two ships docked at the same Mysterious Island might have different results.”, which to me is saying that the result of each roll is tied to the ship that made it, not something that can be shared or transferred between ships docked at the island.
MI #9: 5-6: “After this ship explores this island, swap any number of treasure coins taken with an equal number of treasure coins chosen randomly from other wild islands.”
Is the choice of wild islands you take from random as well, or just the coins themselves from island(s) you pick?Random islands and random treasures from those islands, and the way it’s written, you randomize separately it for each treasure swapped.
It’s also a bit odd that the quantity is ambiguous – “any number of treasure coins” implies you could just swap one (except for coins being plural), but the plural nature of “from other wild islandS” makes it seem like you might have to swap from at least two other wild islands, therefore upping the minimum coin swap count to 2 coins (which might not be possible if there is only 1 coin/WI available).
You can choose the number. Island is plural because it’s tricky to word something like that to cover every possible option (including zero), but I think it assumes that players will want to swap more than one most of the time.
Based on this Code line from Intermediaro’s entry, I assume that you could use the above swap ability to swipe gold out from under a fort, even if that was the coin satisfying the gold cost of the fort?
You can use Intermediaro’s ability against a fort, but the Mysterious Island’s ability can’t be used, because Forts block their effects (PC, page 59).
September 18, 2025 at 12:33 AM #20908
XerecsModeratorSuppose that Altar of the Loa is found on a Mysterious Island. Would the Altar function similar to a fort, preventing any of the MI abilities from being used? Or would the island function normally?
Altar of the Loa:
Do not load this treasure. Instead, place it face up on this island. While docked at this island you may eliminate two crew; if you do, on the next player’s turn you may choose to give actions to his or her ships or choose that he or she gets no actions at all.September 19, 2025 at 6:35 PM #20909Woelf
ModeratorSuppose that Altar of the Loa is found on a Mysterious Island. Would the Altar function similar to a fort, preventing any of the MI abilities from being used? Or would the island function normally?
Both would function normally.
They wouldn’t really affect each other directly at all, unless the island does something to treasure or would do something to the ship to prevent it from using the Altar.
September 21, 2025 at 12:01 PM #20938Ben
KeymasterAre the UT generation effects of MI’s #4 and #12 mandatory?
“5-6: When this ship explores this island, replace one treasure coin with a unique treasure from your collection.”
What takes precedence, sea monster pinning (mandatory?) or “this ship cannot be pinned”? I assume cannot be pinned, because Sea Monster keyword says “becomes pinned” instead of the “always” or “must” in the conflict hierarchy.
What is the lowest a d6 roll can go when it’s affected by Cursed Zone? (such as 0, 1, or negative)
September 22, 2025 at 4:16 PM #21013Woelf
ModeratorAre the UT generation effects of MI’s #4 and #12 mandatory?
“5-6: When this ship explores this island, replace one treasure coin with a unique treasure from your collection.”
It doesn’t say “you may”, so yes.
What takes precedence, sea monster pinning (mandatory?) or “this ship cannot be pinned”? I assume cannot be pinned, because Sea Monster keyword says “becomes pinned” instead of the “always” or “must” in the conflict hierarchy.
You have it correct. The “cannot” wins this fight.
What is the lowest a d6 roll can go when it’s affected by Cursed Zone? (such as 0, 1, or negative)
I knew there’d been a ruling on that at some point, but it took me a bit to find it. Here’s the entry from the PC:
Die Roll Modifiers
-If an ability or effect requires a specific die roll or a specific range of die rolls, other abilities that can modify die rolls may be used to cause that result to fall (or not fall) within the specified range. If the modified result is greater than 6 it is treated as a 6, and if the modified result is less than 1 it is treated as a 1.
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