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Ben
KeymasterFinally here in regular inventory: Franklin’s Lost Expedition Mega Pack
Ben
KeymasterYou can the MI ones here and some of the SS ones here in the Scan Project.
Ben
KeymasterWelcome back aboard matey!
MI’s are special islands with effects when you dock at them, from the Mysterious Islands and Savage Shores sets.
Ben
KeymasterI have a spare Star of Siam (RV SR) card 1/2 in poor condition if anyone has a 2/2 for it.
Ben
KeymasterThere’s a new Fleet Challenge being hosted at the Discord server! (invite link if you haven’t joined it)
Ben
KeymasterI take it that cannon rolls and Mortar rolls are considered different for game play purposes? Not that you’d be able to stack the bonuses, since Bomb Vessel prevents that.
Not different for gameplay purposes other than what’s part of the keyword (such as no bonuses beyond the fort one).
Are there plans to use this technical shape without using the Bomb Vessel keyword in the future?
Not currently, but that could change.
Ben
KeymasterHype to see this! Not quite as much cargo as I would have thought, but she does have decent speed for a ship her size and she’s points friendly.
Glad to hear it! I was pretty hyped designing it and seeing the first printed copy come to life is always one of the best parts of this project.
The cargo is based on historical accuracy – the mortars needed extensive reinforced platforms that extended below decks, so there wasn’t as much space for other cargo.
I assume that her sister from the Expedition the Terror is on the way?
Sure, might as well post that one today too!

Ben
Keymaster
HMS Erebus
Nationality: English
Point Cost: 11
Masts: 3
Cargo: 2
Base Move: S+S
Cannons: 4S-3L-4S
Link: Sir John Franklin, James Fitzjames, Graham Gore, Henry Le Vesconte, James Clark Ross
Ability: Bomb Vessel. If an iceberg touches this ship, also eliminate one crew from this ship.New keyword – Bomb Vessel: Ramming cannot eliminate this ship’s masts. This ship has an additional rank-4 mortar cannon assigned to each of its first two masts. These mortars can only shoot once per turn each, and can only hit targets more than L away but not more than L+L away. These shots are not blocked by other ships, and get +1 to their rolls when targeting a fort. If a mortar shot hits, replace a mast on the enemy ship with a fire mast instead of eliminating it; if the mortar roll is a 1, replace that mast on this ship with a fire mast. The following cannot be applied to these mortar shots: specialists, grape shot, chain shot, smokepot shot, other abilities that improve cannon accuracy.
Flavor Text: She was built as a Hecla-class bomb vessel, with 10 cannons and 2 mortars. The Ross expedition made her a veteran of Antarctic exploration. Time will tell how she fares against the ice floes that guard the long-sought Northwest Passage.
Ben
KeymasterI’ll just leave this here… the namesake of my upcoming release (for the Buccaneer’s Booty Box), Franklin’s Lost Expedition Mega Pack. Plus, the first treasure to be part of my Pirates Relaunch!

Ben
KeymasterRunes of Death:
This treasure takes up one cargo space. At the beginning of each turn, eliminate one crew from this ship. If there are no crew, eliminate a mast instead. Once all the ship’s crew and masts have been eliminated, eliminate Runes of Death. Runes of Death cannot be unloaded, but it can be transferred to another ship this ship touches.
Does it take effect at the beginning of every player’s turn? I would assume so because it doesn’t specify “each of your turns”.
Links
Multiple different crew may be linked to a single ship at once, but each crew can link with only one other crew or ship at a time unless an ability specifically allows additional links to be created.
[for the “three musketeers earlier question] “The links apply in both directions, so two of them would link to each other giving a single +1, and the third would be left out. Essentially, all three could fit into a ship with only two spaces available.”
How does it work if there are 3 different crew that all link to the same ship? Does that ship get +3 cargo spaces with all 3 assigned? If so, doesn’t that contradict the second sentence of the above Pirate Code entry?
Ben
Keymaster80 cards per pound in case it’s ever handy for determining bulk lot weight/shipping info/etc. (or card estimate if seller only gives weight)

Ben
KeymasterAhoy fellow brethren, great to see you here! 😀
Ben
KeymasterBen
KeymasterBlack Friday through Cyber Monday deal: $10 off each Golden Seas faction pack. (except the Dutch, which I hope to restock next month)
Ben
Keymaster“Flagships of the Relaunch”

Ben
KeymasterBuccaneer’s Booty Box
Set Sail for Monthly Treasure!
The only way to keep Pirates CSG in print
What You Get: $65/month for a brand new exclusive Mega Pack every single month, along with voting rights and more!
This is the only way to get new Pirates CSG releases from now on! You have to be subscribed! If I don’t get and keep at least 30 fellow pirates involved, the game will go out of print again.
Subscribe today using coupon code earlyparrot to get $10 off the first Mega Pack! (deal available through end of November)
-In order to get this month’s Mega Pack, you must subscribe in November!
-Each Mega Pack going forward will contain either 12 or 10 cards, with most having 12. Each Mega Pack will usually have 4-6 ships and 2-6 Crew/Equipment/Unique Treasure.
-Mega Packs are expected to be mostly historical releases. Some fantasy concepts for Pirates of the Epic Seas or other sets may be explored as well. Overall, I currently expect at least 2 out of every 3 new Mega Packs to be historical or quasi-historical in nature.Guaranteed to have at least one new ship type per quarter! (at least one new ship/sea creature type for every 3 Mega Packs)
Join the New Brethren Court! Subscribers receive voting rights: every month there will be a poll for subscribers with 2-5 options. Pick your favorite, and the one with the most votes will likely be the next Mega Pack released!
Some Mega Packs will build on previous ones, so you’ll want to stay subscribed in order to collect all the game pieces in a sequence. Ex: linked game pieces in different months, a story arc that plays out over an entire quarter, etc.
Ben
KeymasterThe styrene has arrived….

Ben
KeymasterBen
KeymasterAre these historically based?
Indeed – it’s the card background used for my Age of Sail custom set.
Ben
KeymasterFinally it’s time for another preview!
Link: Robert Sample

Ben
KeymasterLatest product: 2 Mast Brig! (the new historical snow-brig ship type)
Ben
KeymasterThe latest artwork template: 2MB (2 Mast historical snow Brig) Inkscape Artwork Template
Ben
KeymasterBack in stock recently: Seas of Japan booster packs!
Ben
KeymasterNew Master Keyword List updated with new keywords from the restart.
Ben
KeymasterCursed Mega Pack 10% off from now until the end of Halloween!
October 22, 2025 at 3:53 PM in reply to: PSA: Consider making scans/high quality pictures of cards before punching them #21412Ben
KeymasterQ4 update to the Scan Project is complete; the Master Scan List spreadsheet has been updated.
Ben
KeymasterI keep coming back to the idea that campaign games are the ultimate form of Pirates CSG. One of the best gaming experiences that can be had 😁
There’s something magical about a game that doesn’t just end on the same day or session that it starts. It’s more like life, where things go on and on with no end in sight. An ongoing thing like health, net worth, relationships, etc.On a related note, there’s something neat about not having a winner/loser very frequently at all. In regular games you might get disappointed or knocked out of the game quickly. A campaign game allows you to milk the game for all its worth, and have things hang in a balance for long periods of time. Not knowing (and sometimes not caring) who will win, and just enjoying the story as the gameplay-driven “plot” goes along.
It’s like “how to make the fun never end” 🥳 🙂
Not to mention the role of diplomacy and player/faction interaction that drives the story. Games that end in one session don’t usually have as much of that, because there’s less need to make allies, and less incentive to form a group to take down the leading player (game will end soon anyway, so why bother).CGs also make the game more like history. Shifting alliances, huge fleets, long term strategy and thinking, wars that last for months or years instead of a few minutes, etc.
Ben
KeymasterChanges to the Giant Turtle keyword: Added capability to build fort on turtle’s back when it’s docked at a wild island you have explored, not just at your home island. Changed “has its own turns” to “has its own actions” in regards to the fort.
Full keyword text:
Giant Turtle
A ship with this keyword printed on its deckplate is a sea creature.
A giant turtle can ram a sargasso sea as if ramming an iceberg; if it does, remove the sargasso sea from the game.
Two hits during the same player’s turn are required to eliminate one of this sea creature’s segments. When removing segments, remove a fin of the giant turtle. When all four fins are removed, the giant turtle is eliminated. The giant turtle’s cannon (its head) cannot be eliminated.
A giant turtle may move across islands (except enemy home islands and enemy forts) if it does not have a fort on its back. It becomes docked if it ends movement on an island. A giant turtle may shoot and be shot at while on an island (the island does not block lines of fire to and from the giant turtle on the island).
A giant turtle can be assigned crew.
A giant turtle may be given explore actions to load cargo like a normal ship.
A giant turtle may tow other ships (unless it has a fort on its back), it may ram (the rammed ship becomes pinned instead of the giant turtle), and it may board like a normal ship.
When building a fort, you may build it on the back of this giant turtle while it is docked at either the wild island or your home island. If there is a fort on the back of a giant turtle, it cannot move more than S in a single move action; during combat the fort takes damage instead of the turtle. The fort on the back of the turtle is treated like a fort on a wild island and has its own actions. Friendly ships can dock at a giant turtle with a fort and be given repair actions while there. If a ship is docked, the giant turtle cannot move.
Any treasure in a giant turtle’s fort does not take up cargo space. Crew and equipment still take up cargo space. When the fort on a giant turtle is destroyed, the treasure is moved into the giant turtle’s cargo. If there is more treasure than cargo space available, remove the excess treasure from the game instead of removing crew/equipment to make room for the treasure.
A fort built on a giant turtle cannot use crew abilities.I don’t like changing published keywords, but AlgothAybara brought it up and I think it will make them a bit more playable/fun, in regards to the fort mechanic.
Ben
KeymasterHex
Ability: Schooner. Once per turn, you may give this ship a move action, but do not move her. Instead, roll a d6. On a result of 6, choose one enemy ship in play: that ship cannot be given actions this turn.I assume “this turn” means until the beginning of the Hex controller’s next turn? If it was the same turn as the Hex owner, it wouldn’t be relevant. But if it was the end of the current round (of turns), then the play order might make it irrelevant.
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