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 30, 2026 at 6:10 PM #26775
Woelf
ModeratorRegarding the multiple Necklace of the Sky question, what if I possessed two of them before using the first one to teleport (two on one Ship, or one on two different ships), and thus triggering the cannot load condition?
The same restriction would still apply as soon as you used the first one.
Because it’s always loaded facedown, there’s no consistent way to verify when you actually found the second copy, aside from pulling in someone else from outside the game to verify everything you load when you load it. Two completely different ships on opposite sides of the table using it on the same turn would be relatively clear, but when it’s a single ship trying to use it twice, or even two ships with a few turns passing in between, the timing gets too murky.
Essentially, it’s a one-per-game-per-player effect.
April 30, 2026 at 6:17 PM #26776Woelf
Moderator“For a 40-point game, players must use three islands per player (six islands for 2 players, nine islands for three players, etc.).”
“For a 40-point game, each player should contribute eight treasure coins totalling 16 gold points.”
How many islands, and how much treasure, should be used in a 100 point game for 2 players? What about a 150 point game? 200? Is there a chart somewhere that tells us this?
Ben might have a “standardized” setup guideline somewhere around here, but for the most part, you can do whatever you want with the islands, treasures, and point values when you go outside of the official WK setup.
If you’ve got a big table, you could put out a whole bunch of extra islands, or keep the number down and space them out a lot more. With a lot more treasures in play, you can put larger piles on each island so multiple ships and/or multiple visits are needed to clean them out completely. Throw in as many UTs as want too – it’s fun to choose them entirely at random without revealing them ahead of time, so no one has any idea what might pop up during the game.
Fleet sizes can go as big as you’re willing to deal with, just be aware that some insanely broken combos exist when you get into the 100+ ranges (and some even sneak in well below 100).
May 2, 2026 at 10:21 PM #26800
XerecsModeratorI feel that this has been asked before, but I’m not sure where.
Suppose Albert Crenshaw (or similar crew) is on a ship that has Extended Range. The Code states that those abilities don’t actually make the cannons L range, but allow for them to target things within L. By this logic, Extended Range would only extend the printed ranges of the ship in question?
Crenshaw and others: All of this ship’s cannons have (L) range.
Code entry: This ability does not change a ship’s S-range cannons into L-range cannons. It merely allows them to target objects
within L-range.May 3, 2026 at 9:50 AM #26805Ben
KeymasterAre Smokepot Specialist and Smokepot Shot different enough to be stackable on the same ship? Trigger is basically the same wording, effect is slightly different depending on the situation.
Smokepot Specialist: Once per turn when this ship is given a shoot action, you may declare that one of her cannons is shooting a smokepot instead of a cannon; you do not need to target a ship. Simply place the center of a fog bank within S of this ship; it may not touch an island or any ship docked at an island. Remove the fog bank at the beginning of your next turn.
Smokepot Shot (Uncommon version, not LE): Once per turn when this ship is given a shoot action, one of her cannons can shoot a smokepot shot; you do not need to target a ship. Simply place the center of a fog bank within S of this ship; it can’t touch any island or ship. Remove the fog bank at the beginning of your next turn.
The specialist specifies ships docked at an island rather than ships in general. Though the Code adds another layer….
The smoke (fog bank) cannot be placed under or in contact with any other game piece.
A good catch-all to avoid terrain layering! 😀
May 3, 2026 at 9:57 AM #26806Captain Vendari
Participant<p style=”text-align: left;”>“For a 40-point game, players must use three islands per player (six islands for 2 players, nine islands for three players, etc.).”</p>
<p style=”text-align: left;”>“For a 40-point game, each player should contribute eight treasure coins totalling 16 gold points.”</p>
<p style=”text-align: left;”>How many islands, and how much treasure, should be used in a 100 point game for 2 players? What about a 150 point game? 200? Is there a chart somewhere that tells us this?</p>You can do whatever you want with islands, terrain, and treasures at higher point costs. However, I find the “standard” setup works well, even at higher point costs. I played a 120 point game with the 40 point island/treasure set up and didn’t have any issues. It makes the treasure feel more scarce, which makes for a more interesting game, and makes it less of a slog.
May 5, 2026 at 6:34 AM #26816
Scott-KParticipantHi. I have a question about multiple actions. Here’s the ship and crew –
Harbinger SM 003
Captain Blackheart SM 002
Crimson Angel OE 039
Helmsman SM 012
Shipwright SM 026
Oarsman SM 019
Oarsman SM 019Here’s the scenario. Crimson Angel rolls a 5 or 6 (either one) before giving the Harbinger an action this turn. The Harbinger moves and shoots this turn using Captain Blackheart’s captain ability. Can I then use Captain Blackheart’s sacrifice ability this turn to sacrifice an Oarsman to gain an extra action? If so, can I move and shoot again this turn using Captain Blackheart’s captain ability? Can I also move and shoot again this turn using Crimson Angel’s ability because I rolled a 5 or 6?
To summarize, is it possible with the above ship, crew, and dice roll to move and shoot 3 times in 1 turn?
Thanks.
May 5, 2026 at 6:53 AM #26817Captain Vendari
ParticipantPer the final rules update in Savage Shores, a ship cannot be given more than two full actions a turn, unless an ability specifically says so (no such ability exists). So in this scenario, no; you will just be wasting the crew sacrifice since you already got SAT from Crimson Angel.
May 5, 2026 at 7:21 AM #26818
Scott-KParticipantOkay, thanks for the answer. So… if I don’t have Crimson Angel aboard, can the Harbinger move and shoot twice in 1 turn using both of Captain Blackheart’s abilities?
May 5, 2026 at 7:31 AM #26819Captain Vendari
ParticipantYes. The shoot from Blackheart’s captain ability is a free action, so if you sacrifice a crew, you can move and shoot twice.
May 5, 2026 at 7:41 AM #26820
Scott-KParticipantI’m still a little confused. Is Blackheart’s ability a “free action”? It says –
Ability :
This ship may move and shoot using the same move action. Once per turn, you may eliminate one of this ship’s crew to give her an extra action.
May 5, 2026 at 8:31 AM #26821
XerecsModeratorThe shoot action Captain Blackheart provides is tied to a move action, it’s not a full shoot action on it’s own. Think of it as Captain Blackheart having the generic captain ability with the SAC ability.
Per your scenario, if you rolled successfully with Crimson Angel, you would not be able to use the SAC part of Blackheart’s ability, but you would still be able to use the captain part of his ability (move and shoot). There is nothing that would prevent you from putting those crew together on the Harbinger, just be aware that you would not be able to give the Harbinger 3 actions in a turn, only 2 at most.
May 5, 2026 at 8:44 AM #26823
Scott-KParticipantPerfect explanation! Thank you 🙂
May 5, 2026 at 11:02 AM #26825Ben
Keymasterif you rolled successfully with Crimson Angel, you would not be able to use the SAC part of Blackheart’s ability
Just to make sure Scott has maximum clarity, you could in theory still use Sac for the ship’s second action that turn instead of Crimson Angel’s SAT (perhaps if a non-same action became a better option during the turn, or if eliminating a friendly crew somehow became the more advantageous option).
It’s actually a strategy I should probably try again sometime – having Sac as a backup for SAT/etc, both for optionality and to preserve Sac crew for later in the game when SAT makes Saccing unnecessary.
May 5, 2026 at 11:41 AM #26826
Scott-KParticipantI was thinking something similar. If Crimson Angel rolls a 5 or 6, then an oarsman gets to live another turn 🙂
May 5, 2026 at 9:25 PM #26827Woelf
ModeratorI feel that this has been asked before, but I’m not sure where.
Suppose Albert Crenshaw (or similar crew) is on a ship that has Extended Range. The Code states that those abilities don’t actually make the cannons L range, but allow for them to target things within L. By this logic, Extended Range would only extend the printed ranges of the ship in question?
Crenshaw and others: All of this ship’s cannons have (L) range.
Code entry: This ability does not change a ship’s S-range cannons into L-range cannons. It merely allows them to target objects
within L-range.Extended Range specifically refers to the printed range of the cannons, so it’s not affected by anything Crenshaw does – it doubles the original values.
Are Smokepot Specialist and Smokepot Shot different enough to be stackable on the same ship? Trigger is basically the same wording, effect is slightly different depending on the situation.
The wording from one to the other was updated slightly, but it’s still considered the same ability, so the no-stacking rule will apply if you have both on a ship.
Just to make sure Scott has maximum clarity, you could in theory still use Sac for the ship’s second action that turn instead of Crimson Angel’s SAT (perhaps if a non-same action became a better option during the turn, or if eliminating a friendly crew somehow became the more advantageous option).
It’s actually a strategy I should probably try again sometime – having Sac as a backup for SAT/etc, both for optionality and to preserve Sac crew for later in the game when SAT makes Saccing unnecessary.
There’s no limit to how many extra actions you can generate for a ship, but no matter how many it has, it can still only do a total of two per turn (base action plus one more). If you do have multiples available, you can choose which specific action to use (SAT vs Sac, for example).
May 14, 2026 at 8:30 AM #26987Ben
KeymasterDoes the term “starting fleet” include game pieces added via the +5 points ability?
Ex:
Native canoes can only be added to a starting fleet by first adding a crew with the Chieftain keyword.
+5 line:
This ability comes into play when the crew is placed on a ship, during setup. This occurs after building your fleet.
So it would be the fleet either when the game starts, or when the Setup phase starts/creating a fleet ends.
May 14, 2026 at 4:55 PM #26991Woelf
ModeratorDoes the term “starting fleet” include game pieces added via the +5 points ability?
Even though you technically don’t add them until after you’ve finished building the rest of your fleet up to the point limit, I would still count them as part of your “starting” fleet, because that’s still occurring before any turns are taken.
Do you have any specific examples (including customs?) where the timing distinction might be relevant?
May 14, 2026 at 4:59 PM #26992Captain Vendari
ParticipantAn argument could be made that they are not; the use of an ability implies the game has already begun. Even though no turns have been taken, set up occurs during play.
May 15, 2026 at 5:05 AM #26994Ben
KeymasterDo you have any specific examples (including customs?) where the timing distinction might be relevant?
A custom ship at the Discord did prompt my question, with this new ability:
If this ship carries a crew that was not a part of your starting fleet she gets +S to her movement.
May 16, 2026 at 5:29 AM #27015
Scott-KParticipant“Ship A” in your fleet explores a wild island, and then marks the island as explored after leaving. Does every OTHER ship in your fleet also consider the island as being previously explored, or just “Ship A” that actually explored it?
May 16, 2026 at 7:36 AM #27019Ben
KeymasterDoes every OTHER ship in your fleet also consider the island as being previously explored, or just “Ship A” that actually explored it?
Explored island tokens/rule applies to all ships in your fleet.
May 16, 2026 at 8:10 AM #27020
Scott-KParticipantThanks Ben 🙂
May 16, 2026 at 10:06 AM #27023Woelf
ModeratorDo you have any specific examples (including customs?) where the timing distinction might be relevant?
A custom ship at the Discord did prompt my question, with this new ability:
If this ship carries a crew that was not a part of your starting fleet she gets +S to her movement.
Unless that ability is explicitly intended to exploit crew added by the +5, I would not allow the bonus from them. If that is actually the intent, it should more clearly say so.
Otherwise, something like this would be better:
“If this ship carries Abandoned Crew or a crewmember that started the game in an opposing fleet, she gets +S to her movement.”(I assume it’s meant to include the Abandoned Crew UT – It not, just remove that part.)
Tracking of where crew started could also become an issue, especially when using mixed fleets with a lot of generic crew. Named crew are easier to distinguish, but if (for example) a French ship with a Captain captures a Captain from an opposing French ship, and later unloads one of the Captains to a different ship with this ability, how do you distinguish which was which?
May 16, 2026 at 8:14 PM #27028
Emperor JakeParticipantI’m sure this has been answered at some point but can Calico Cat and a Captain work together? Like could a hit on her roll allow two move then shoots?
May 16, 2026 at 8:45 PM #27029Captain Vendari
ParticipantYes, they work together like that. The shoot provided by a Captain is a free action, requiring a full non-free move action.
May 30, 2026 at 11:33 PM #27261
XerecsModeratorSuppose a fleet has more than one Kraken/Octopus in it. Can Captain Davy Jones declare a target for both at the same time, or is he only able to declare targets one at a time for each Kraken/Octopus?
“If a kraken is in your fleet, Davy Jones can declare a ship a target of the kraken (see kraken rules).”
Kraken/Octopus keyword:
If you have Captain Davy Jones (PotC-057) in your fleet, you may use his ship’s action for the turn to declare an opponent’s ship the target of a kraken. That kraken gains +S to its base move but it can only shoot at the targeted ship (it may still surround other ships). The chosen ship remains the target until a new target (or “no target”) is declared, the targeted ship sinks, or the kraken is eliminated.Given the above, I’m leaning toward he can only declare one target at a time for one Kraken/Octopus.
May 31, 2026 at 8:54 AM #27274Woelf
ModeratorSuppose a fleet has more than one Kraken/Octopus in it. Can Captain Davy Jones declare a target for both at the same time, or is he only able to declare targets one at a time for each Kraken/Octopus?
Each would have to be targeted separately/independently. Changing or removing targets later would be done individually too.
May 31, 2026 at 10:16 AM #27275Ben
KeymasterEach would have to be targeted separately/independently. Changing or removing targets later would be done individually too.
Interesting… sounds like CDJ can declare a ship a target of one kraken on one turn, and then declare a different ship a target of a different kraken on another turn….
Could be an interesting use of a Copier too, to get both targets declared on turn 1 so CDJ doesn’t waste his ship’s action on turn 2.
June 17, 2026 at 2:49 PM #27808
XerecsModeratorA question about crew with the Ransom keyword. The Code states that they cannot be unloaded to an island unless captured, but says nothing about transferring them to another ship. Would it be possible to transfer a crew with ransom from one ship to another ship, by direct contact with an explore action? Or is the ransom crew “locked” onto whichever ship it is placed on during set-up?
June 17, 2026 at 9:07 PM #27810Woelf
ModeratorA question about crew with the Ransom keyword. The Code states that they cannot be unloaded to an island unless captured, but says nothing about transferring them to another ship. Would it be possible to transfer a crew with ransom from one ship to another ship, by direct contact with an explore action? Or is the ransom crew “locked” onto whichever ship it is placed on during set-up?
Transferring crew/cargo/etc. between ships counts as unloading from one and loading onto the other, so the Ransom crew has to stay where they are.
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