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August 6, 2026 at 9:25 PM #28256
Woelf
ModeratorBoth Smokepot sources are similar enough to be considered the same, the wording was just tweaked slightly from one version to the next, and the PC clarifier makes them function the same.
Island and terrain are considered game pieces, so you can’t place smoke/fog on them.
August 2, 2026 at 7:45 AM #28226Woelf
ModeratorWould this also apply to crew abilities and equipment abilities? For example, suppose I assign a Stinkpot Specialist to the same ship as Stinkpot Shot, would the abilities count as the same? Or does the last line of Stinkpot Shot prevent that?
Specialist:
Equipment:
If the cannon roll is a 1, remove Stinkpot Shot from the game.(If anyone runs across an older ruling that says otherwise, go with that instead, but…)
The removal effect makes those two just different enough that they get around the non-stacking rule. You will have to specify which is being used before you roll for the shot.
Got another equipment related question. The various Letters of Marque equipment state: “If this ship shoots at X ship, remove X letter of Marque from the game.”
Does this mean that if I shoot at whatever is indicated by X, the letter of marque would remove itself, regardless of if I used Parley?
In other words, if I have American letter of marque on my ship, and I shoot at an American ship, does the letter of Marque remove itself? Even if I haven’t used parley against that specific ship?
The two different effects of the Letters are independent of each other. Shooting at an X-ship removes the letter whether you’ve used Parley or not, and regardless of which specific ship(s) you’ve used it against.
August 1, 2026 at 11:12 AM #28216Woelf
ModeratorThe S-Board and the Ramming-Board are completely separate things and neither has language specifically preventing the other, so you can do one of each with a single move action.
The S-Board would have to be first, attached to a segment, and the bonus-prevention it provides for that boarding will not carry over to the standard boarding later.
July 31, 2026 at 6:43 PM #28208Woelf
ModeratorSuppose I have a ship with S-Board. I move that ship to ram an opposing ship, and at the same time I get within S of a different opposing ship. Am I able to board both ships? One with traditional ram+board, and the other with the S-Board ability?
This ability may be applied immediately before or after any movement segment, including a “stern turn”
This line from the code is making me think that I could, though I’d have to S-Board before I rammed the other ship.
I can’t recall (or find) any ruling that prevented a ship from boarding twice with a single move action using that ability. You would have to apply it before the ram, though. You could target the same ship you ram, or a different one that’s in range.
A point of clarity, if possible. Should the ability of the Inquistor from RotF be considered the same as the ability of the White Crew?
Inquisitor: If this ship succeeds at a boarding party, she can eliminate all of the other ship’s crew.
WC: If this ship succeeds at a boarding party, she may eliminate all of the other ship’s crew.
I don’t know why the text was changed slightly, but both have the same trigger and the same effect, so they’re be treated as the same ability.
July 24, 2026 at 1:57 PM #28165Woelf
ModeratorWould this also apply to shooting with a captain?
Yes, and it actually prevents using the captain because jumping to another whirlpool ends the move action. You’ll have to pick one or the other, not both.
July 23, 2026 at 6:26 PM #28158Woelf
ModeratorSuppose there is a derelict ship on a whirlpool. I want to capture that ship and use the whirlpool to tow the ship away. Does my ships move action end when it initiates the tow?
I couldn’t find anything in the code about the move action ending, but I could have sworn it did. Also, if I initiate the tow, can I go through the whirlpool with that same move action?
You have to decide as soon as your ship touches the whirlpool if you’re going to use it or not. If you stop to tow the derelict, that puts you past that moment, so you’ll have to wait for another move action to tow the ship through.
Carbon Charlie
His ability doesn’t specify once per turn, only when. Suppose I use his ability on a ship at my home island. Could I free transfer him to a different ship at my home island and make a cannon on that ship? Or would this line from the Code prevent that?
It’s limited to one cannon per turn per ship, but the wording does allow for transfers to other ships, so if you have multiple ships docked and enough treasure to go around, you could add one cannon to each of them.
Could I create a cannon with that ability, and then fire the cannon as part of a shoot action?
If you have a target in range, yes, the cannon can be used the same turn you add it.
July 19, 2026 at 1:49 PM #28146Woelf
ModeratorThe Code, Lord Mycron, pg 29
“If you use this ability, this ship cannot be given any other actions this turn regardless of how many it could generate or would normally have available. This restriction also applies to free actions such as making a scuttle attempt or
transferring crew to or from an island.”Just to be sure, this prevents using the free transfer rule to move crew with that ability around, either from ship to island or ship to island to different ship? You couldn’t use the free transfer to move Mycron or some other crew around a circle of different ships to dole out actions, right?
His ability blocks ALL actions, not just full actions, so you cannot use the free transfer action to move him off the ship that turn.
For all intents and purposes Mycron is a “once per turn” ability, even though it technically doesn’t say that in his text.
July 19, 2026 at 1:43 PM #28145Woelf
ModeratorThe ability of Bianco’s Haulers would also prevent being shot at correct, or any similar ability?
Bianco’s Haulers
This ship can’t be shot at while docked.Correct, that blocks shots of any kind that target the Haulers’ ship directly.
(Area attacks, like a wave, can still work.)
Does a swoop attack need a line of sight to target a ship, or does the target ship simply need to be within L+L of the Sea Dragon’s base?
Line of sight is not required for a swoop attack.
Can a Sea Dragon “land” on the same island as an enemy Marine crew? If it can, could the Marine shoot at it, or would the line of fire be blocked, as this section seems to suggest:
“The Code, Sea Dragon, Pg. 37”
If a sea dragon lands in the center of an island, that island will block line of fire to and from the sea dragon except where parts of it (particularly the wingtips) extend outside of the island.
Or is that section meant to mostly cover when a ship is shooting at a Sea Dragon?
Could a Sea Dragon target an enemy Marine on an island with a swoop attack, or can it only target “ships”? If it can target an enemy Marine on an island with a swoop attack, would the attack’s two damage eliminate the Marine?
Marines don’t prevent other ships from docking or landing on the island.
The part about line of sight to a Sea Dragon on an island only applies to ships shooting at it from the outside. Marines follow their own LOS rules, so a Marine and dragon on the same island can attack each other without restriction.
You could target a Marine with a swoop attack, but that only eliminates masts, so it will do nothing to the Marine aside from giving it an easy target to shoot back at.
July 17, 2026 at 7:04 PM #28141Woelf
ModeratorSounds kinda like Sid Meier’s Pirates!
1987 Version: https://videogamegeek.com/videogame/70866/sid-meiers-pirates-1987
2004 Version: https://videogamegeek.com/videogame/73447/sid-meiers-pirates-2004I had the 2004 version, and couldn’t even begin to count the number of hours I put into it. It was really good!
July 17, 2026 at 7:02 PM #28140Woelf
ModeratorI’d say the ship’s owner chooses. You control the action the ship takes, but control of the ship itself and her cargo remains with her current fleet.
This is correct. You’re only giving it an action, but ownership doesn’t change, so the owner still chooses if things are lost.
June 30, 2026 at 5:24 PM #28025Woelf
ModeratorSuppose I have Savage Shores Wraith in my fleet, and he has snagged a couple crew. Can the crew that he saves be unloaded from the ship, or are they stuck there with him?
None of the crew taken that way are forced to stay with Wraith, so you can unload them to islands or other ships using the normal rules.
What all of that extra stuff in his ability and the PC does is protect them from point and cargo restrictions and allow them to use their abilities while they’re still on the ship with him. As soon as they leave (or he does) that all goes away and they return to normal.
June 19, 2026 at 8:04 PM #27824Woelf
ModeratorWith no island involved in the transfer I think it would work. I don’t see anything in the Ransom keyword or its Code entry that prohibits transferring a Ransom crew between friendly ships
That part is covered by the general transfer ruling. I can’t recall if it was originally made specifically because of Ransom crew, but it definitely does apply to them:
Transfer, Load, and Unload
-A “transfer” occurs any time cargo is moved from one location to another, whether it is through the use of an
explore action, a boarding action, an ability, or any other means.–“Load” and “unload” refer to transfers in a specific direction, either on or off a ship, respectively.
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.
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 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 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 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).
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).
April 30, 2026 at 6:10 PM #26775Woelf
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 28, 2026 at 4:27 PM #26764Woelf
ModeratorLooks like I missed several – sorry about that!
If multiple copies of Necklace of the Sky are in play, can a faction load and use second/third/etc copies of it after the first has been used, or does the effect apply to all copies in play rather than being tracked individually?
“Load this treasure face down. Give this ship a move action, but do not move her. Instead, reveal this treasure and dock this ship at any wild island. Then unload this treasure at that island; for the rest of the game, no ship in your fleet can load this treasure.”
It doesn’t have any built-in way to track which specific copies have been used by which players, so the first use of any would apply to all additional copies as well.
No, it doesn’t… but Wizkids could’ve been more responsible with their writing.
…and that’s why the Pirate Code (FAQ) is over 50 pages long! 😛
Ben covered the others – thanks!
April 10, 2026 at 7:52 PM #25910Woelf
ModeratorI would like a clarification, if possible. The Code entry for Carbon Charlie (and others) states:
This ability may be used at any time during your turn while this ship is docked at your home island.
……
You may create only one cannon per ship per turn.
That last “per turn” is meant to be your turn correct, not every player turn?
It’s only during your own turn – the first part limits that.
Related question, suppose CC found his way onto a Sea Monster that has the Eternal keyword. The only time that Monster could “dock” at it’s home island is after it is eliminated and returned by Eternal. Could CC use his ability while that Monster “repairs” at the home island to add extra cannons?
It’s not tied to any specific action, so as long as the other conditions for its use are met, you could use it while repairing the sea monster.
April 10, 2026 at 7:47 PM #25909Woelf
ModeratorIs the ability of RotF USS Mercury considered the same as other versions of the terrain ignoring ability, or is something else going on?
USS Mercury: This ship ignores terrain.
Philipe Amqui: This ship ignores terrain when she is given a move action (islands are not terrain).
Those two should be treated the same, as the longer-text version.
March 24, 2026 at 7:02 PM #25601Woelf
ModeratorDoes Runes of Defense activate upon a successful ram? The UT says “when one of this ship’s masts is eliminated”, but under the ram rules it also says “remove from the game”.
I don’t know why the Ram rules ever included that extra “remove from the game” phrasing, because there are several ways for those masts to be brought back into the game.
Runes of Defense can be activated by ramming damage.
March 24, 2026 at 6:59 PM #25600Woelf
ModeratorI recall asking this question at the MT rules thread but can’t recall the answer.
If a ship physically cannot move a segment during a move action due to other ships (or other objects/game pieces) being in the way, is it stuck or can it move the closest possible distance even if the direction isn’t game-legal?
I think a better example than this would be if the ship in question had rank-6 cannons and couldn’t do ram damage (meaning shots normally wouldn’t help, so perhaps the ship can be “frozen” via boxing it in).
I could have sworn that was addressed somewhere in the PC, but I couldn’t find it, and I don’t recall the ruling from MT either. That being said, I don’t think it should be possible to physically trap a ship without pinning it or using some ability to hold it in place. If other ships are positioned so it can’t be legally placed at the end of any segment, you can ignore that placement and continue with any remaining segments, assuming that will be enough to get it clear. If that’s still not enough, or the ship only has one segment, then do it similar to when a towed ship won’t fit straight behind: move it just far enough to clear the obstruction.
The alternative is for the ship to shoot its way out, although as you noted in your example, that might not actually be an option.
March 3, 2026 at 8:26 PM #23958Woelf
ModeratorI take the above to mean that you could use White Crew and Trogs to totally cripple a ship if you win a boarding party against it. White crew would eliminate all the crew on a successful board, while Trogs would take all the treasure. Both trigger on a successful boarding attempt, but have different effects. Is this accurate?
Yes that’s accurate.
It’s a lot of points to put into two crew who aren’t going to do anything to actually help you win the boarding, but the combo does work.December 6, 2025 at 1:26 PM #21852Woelf
ModeratorRunes 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”.
Play it as written (every players’ turn), although if you’re in a game with more than two players, you might want to house rule that apply only once on opposing player turns, so it can’t potentially cripple your ship before you have any chance to do anything about it.
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?
If the links are from each crew directly to the ship, they can all be used for a combined +3. It’s only more limited when the links are crew-to-crew.
Think of it as the difference between someone finding some extra space for themselves in some corner of the ship, versus people sharing a bunk. There could be lots of little corners on the ship, but there’s only so much physical space in a single bunk.
October 12, 2025 at 12:58 PM #21382Woelf
ModeratorSuppose one of my ships docks at an island. As per the free transfer, I unload a crew and an equipment. Could an opposing player dock at the same island and load that crew and equipment? The Code states that a Marine cannot be loaded from an island by an opposing player, but I didn’t find anything about a regular crew or equipment.
Only Marines are protected. If you leave crew sitting on an island, even if your ship is still there, anyone else can grab them. (Nationality restrictions will still apply to their abilities, but that doesn’t prevent loading them.)
Suppose during a game I build a fort on an island. As per fort rules, all the Treasure on the island is placed inside the fort. What happens to crew that were also on that island? Are they placed inside the fort as well? Would the same be applied to equipment?
If crew and equipment are not placed in a fort when it is built, could they be placed there when a ship docks at the island the fort is built on?
The crew aren’t explicitly placed inside of it like treasure, and they’re technically not protected either, but they’ll generally still be safe there because the fort prevents opposing ships from docking at the island.
October 5, 2025 at 10:43 AM #21335Woelf
ModeratorHex
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.
Changing “this turn” to “on its next turn” would resolve the timing issue, assuming that’s when it’s intended to take effect.
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.
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.
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