Golden Age of Piracy: Part 2 – Pirates CSG Mega Pack for September 2026

Golden Age of Piracy: Part 2

Pirates CSG Mega Pack for September 2026

Here are the game pieces for the Golden Age of Piracy Part 2 (GAOP2) Mega Pack, released starting in September 2026 for subscribers of my Buccaneer’s Booty Box!

This product is based on the 1690s, with a heavy focus on one of the most lucrative pirate heists of all time. The Pirates receive 5 new ships and 8 new named crew, for 13 total new game pieces! Since pirates mostly used smaller vessels to carry out their raids, it allows me to include more crew while keeping the ship count for the release about average. 8 cards of ships and 4 cards of crew, compared to my usual ratio of 10:2 or 9:3. Oftentimes there is far more information about people during the Age of Sail than the ships themselves, especially for many of the pre-1700 ships.

Fancy
Set: Pirates of the Age of Sail
Release: Golden Age of Piracy: Part 2 (GAOP2) (September 2026 Mega Pack)
Collector’s Number: 099
Nationality: Pirate
Point Cost: 15
Masts: 3
Cargo: 4
Base Move: S+L
Cannons: 3L-2S-3L
Ability: If this ship has a crew with the Captain keyword, she gets +S to her base move. This ship cannot be towed by opposing ships.
Link: Henry Every

Flavor text: Originally an English vessel, Every’s pirate ship was razeed in the Bight of Benin in 1694. Since then she has become one of the fastest sailers in the Indian Ocean. Every continues to recruit more pirates to his cause, which he hopes will lead to capturing a grand prize from a Mughal convoy en route to India.

The King of Pirates is finally here! This new Mega Pack has a heavy focus on the 1690s, with Henry Every himself at the center of it all. His ship is one of the ultimate pirate vessels, capable of blazing speed for devastating raids. Not only was Every one of the most successful pirates of all time, he managed to disappear with his fortune. Thus his ship cannot be captured without cancelling/etc – originally that ability was on Every, but he’s already a “kingpin” type crew with a bevy of abilities (creating a crew like him is one of those “should be overpowered” type moments). By putting the last ability on the ship instead of the crew, it helps balance the point costs of the combo and limits how OP Every could otherwise become (ex: on a 10 master). Initially I was hesitant to make it a 3 mast frigate design vs. an original 3MA model, but that changed perfectly when I read she was razeed – 3MF suits her as a model type well enough, knowing that her fore and aftercastles were cut down from the regular high sterns of 1600s ship designs.

I love how the artwork turned out – I saved this ship for last and made sure I had enough time to make her special. A worn but realistic wood deck, bronze/brass cannons, and some fancy lanterns with extra glow at the stern. The sails have some of my favorite texturing I’ve done so far, along with battle damage worthy of her tangle with the Ganj-i-sawai. Although Every’s pirate flag is unknown to history, I wanted to include a 1724 attribution of it for fun. The hull has a mix of planking, weathered texture, some details, and some guns I really like. The gunports have a blood red outline, with brass muzzles for the cannons along with gunport lids of a light brown color for contrast against the dark hull.

Fancy - Henry Every's pirate ship

Pearl
Set: Pirates of the Age of Sail
Release: Golden Age of Piracy: Part 2 (GAOP2) (September 2026 Mega Pack)
Collector’s Number: 100
Nationality: Pirate
Point Cost: 7
Masts: 2
Cargo: 4
Base Move: S+L
Cannons: 3S-3S
Ability: Filching Gold.
Link: William May

Flavor text: After New York Governor Jacob Leisler was executed for treason against the crown, the new governor Benjamin Fletcher gave William May a privateering commission. May’s vessel is armed with 16 cannons, and has been seen operating from Rhode Island all the way to the Indian Ocean.

I decided to spell out the keyword text on the ship’s deckplate since I had plenty of room for it. This is a prototypical pirate ship – fast, armed enough to get what she wants, capacious and with a theft ability that will aid in her plundering. Pirate ships feel like a great excuse to get a little wonky with the art sometimes – multiple sail colors, ragged deck arrangements, etc. Here the crew have rigged a few new sails but others are getting rather old and worn. Relatively standard armament, but with a curved hull gradient, new clipped picture for the stern galleries, and subtle lanterns at the bow so the Jades aren’t hogging all the fun hull lighting!

Pearl from Golden Age of Piracy: Part 2

Susanna
Set: Pirates of the Age of Sail
Release: Golden Age of Piracy: Part 2 (GAOP2) (September 2026 Mega Pack)
Collector’s Number: 102 (Lord Horatio Nelson is #101 due to my numbering scheme for the Age of Sail set changing in 2025)
Nationality: Pirate
Point Cost: 5
Masts: 2
Cargo: 4
Base Move: S+S
Cannons: 4L-4S
Ability: This ship gets -1 to her d6 rolls.
Link: Thomas Wake

Flavor text: A 10-gun vessel commanded by Thomas Wake, she was too slow to participate in the capture of the Ganj-i-sawai. After Wake and many others became sick and perished in Madagascar, the remaining crew took her to Saint Augustine where some of them were killed by Malagasay natives.

This ship had problems and didn’t seem to accomplish much, so I wanted her game status to reflect that. Her poor luck will follow her wherever she goes…. One could argue her cargo could be upped to 5, but I didn’t want her to just become another automatically great Pirate gold runner with a negative ability that barely comes into play given her typical role (like Bloody Jewel/etc). She looks as ragged as one would expect, with yellowed sails peppered by shot holes, a shoddy deck situation, and some gunport lids either askew, closed or missing. I rarely opt for a missing sail because the black background contrast can be jarring to see, but I wanted to finally try that again given the decrepit state of the ship. The pirates have been too sick to replace that sail, with the yardarm dangling suspended in the rigging.

Susanna from Golden Age of Piracy: Part 2

Amity
Set: Pirates of the Age of Sail
Release: Golden Age of Piracy: Part 2 (GAOP2) (September 2026 Mega Pack)
Collector’s Number: 103
Nationality: Pirate
Point Cost: 9
Masts: 1
Cargo: 3
Base Move: S+S+S
Cannons: 2S
Ability: This ship may repair at sea or at any island. This ship ignores terrain when she is given a move action.
Link: Thomas Tew, John Ireland

Flavor text: The sloop belonging to Thomas Tew mounts eight cannons. For a 70-ton vessel she has done remarkably well plying the pirate trade. A single dhow capture netted her crew over £1000 per sailor.

I broke one of my “rules” with this ship – normally I don’t like recreating things that are already in the game, with Amity getting a 3 mast variant in the Fire and Steel set. However, given that she was apparently a sloop in real life, I wanted to create a more historically accurate version. In addition, she fits perfectly into this release for many reasons – she had a more notable career than some of the other ships, has a faster base move, brings another new linked crew into the game, and can still fit the F&S version of Tew if one wanted to go that route. Everything comes from history as always – her speed is based on Tew attacking early in the Mughal fight, she was repaired in Madagascar (shipwright ability), and Ireland kept her safe from terrain until (ironically) she was left on a reef by Dirk Chivers (1 masters are immune to reef damage anyway, so Ignores Terrain fits even more perfectly as an ability). I love the coffee/brown color scheme, with Amity showing some battle scars along with Tew’s flag (which lacks historicity similar to Every’s, but is hard not to include).

Amity from Golden Age of Piracy: Part 2

Seaflower
Set: Pirates of the Age of Sail
Release: Golden Age of Piracy: Part 2 (GAOP2) (September 2026 Mega Pack)
Collector’s Number: 104
Nationality: Pirate
Point Cost: 4
Masts: 1
Cargo: 2
Base Move: S+S
Cannons: 5S
Ability: Crew placed on this ship cost no points towards this ship’s point cost, but they always each take up one cargo space; this ability cannot be copied.
Link: Joseph Faro

Flavor text: Rumor has it that Joseph Faro ferried the notorious pirate Henry Every to Ireland aboard this vessel.

Couldn’t find much info on this sloop. She gives the Pirates another cheap vessel to play with, and serves to differentiate ship point costs in this release and provides a cheap alternative to the somewhat expensive (for her size) Amity. The ability is based on getting both Every and Faro aboard for a voyage, which normally wouldn’t be possible with Every’s point cost….

I didn’t see any evidence of Seaflower being in combat, so to change it up from the other ships of this Mega Pack, she has clean lines and a fresh look. The more historical ships I make the harder it gets to make them look unique, so I try to find every reason I can for variety and differentiation!

Seaflower from Golden Age of Piracy: Part 2

Henry Every
Set: Pirates of the Age of Sail
Release: Golden Age of Piracy: Part 2 (GAOP2) (September 2026 Mega Pack)
Collector’s Number: 105
Nationality: Pirate
Point Cost: 10
Ability: Captain. Hoarding Gold. This crew cannot be captured by abilities, and cannot be eliminated or removed from the game unless this ship sinks. If this ship wins a boarding party, she may capture the crew with the lowest point cost instead of eliminating it. A captive becomes assigned to this ship, takes up no cargo space, and can use its abilities.
Link: Fancy, Alexander Dalzeel

Flavor text: From his humble beginnings in the Royal Navy to becoming immensely wealthy as the “King of Pirates”, Every was the subject of the first worldwide manhunt. His capture of the Ganj-i-sawai made him possibly the richest pirate ever. Known as “Long Ben” to his crew, his exploits became even more legendary after his mysterious disappearance.

Every is the centerpiece of the entire release, and was always going to be a legendary crew. As arguably the most successful pirate of all time, he should almost be overpowered based on historicity alone. He is an “ultimate pirate”, capable of elevating any ship to a buccaneer’s dream vessel. He took Fancy to heights of fame and fortune, hence the Captain ability. Hoard for stealing a huge amount from the Mughal convoy. He got away with his loot and disappeared, hence he cannot be captured or removed/eliminated. He also recruited pirates to his cause, so he’s got a low-point “Nemo capture” ability as well. I think he’ll pair exceedingly well with Fancy, with 5 points left over in the cap space to add a helmsman and possibly some combination of SAT/explorer/oarsman/etc.

Henry Every Pirates CSG

Robert Culliford
Set: Pirates of the Age of Sail
Release: Golden Age of Piracy: Part 2 (GAOP2) (September 2026 Mega Pack)
Collector’s Number: 106
Nationality: Pirate
Point Cost: 5
Ability: This ship gets +1 cargo spaces. This crew takes up no cargo space. This crew cannot be captured by abilities. If this ship is towed, place this crew on the nearest wild island. This ship gets +1 to her cannon rolls against French ships.
Link: William May, Edward Coates, John Swann, Ralph Stout, James Kelly

Flavor text: Originally teaming up with Captain William Kidd, Culliford mutinied and struck out on his own. His association with William May led to his first command, the “Horne Frigate”. However, his crimes against the Gujaratis led to a prison stint. After escaping, he commandeered an East India Company ketch but was marooned soon afterwards. Ralph Stout rescued him before perishing himself. After another run-in with Kidd, he engaged in piratical activities yet again before being captured by the English. Even Marshalsea prison couldn’t hold him, as he has now vanished….

Completely insane life story, and very well-connected… it was hard to fit everything into his flavor text! The ability concerning his ship getting towed works perfectly both ways: if it’s a friendly ship starting the tow, it ties into his marooning/mutiny background, while if an enemy ship starts the tow, it’s him being an escape artist!

William May
Set: Pirates of the Age of Sail
Release: Golden Age of Piracy: Part 2 (GAOP2) (September 2026 Mega Pack)
Collector’s Number: 107
Nationality: Pirate
Point Cost: 5
Ability: Captain. This ship gets +1 to her cannon rolls against the French.
Link: Pearl, Charming Mary, Robert Culliford, Edward Coates

Flavor text: Joining the mutiny led by Robert Culliford against Captain Kidd, May found himself captain of multiple ships during his pirate career. Making several trips between New York and Madagascar, he harassed the French, gave a prize to Culliford, sailed his new brigantine from Rhode Island, and assisted Henry Every in the capture of the Gunsway. He was able to escape capture by the English and retired to Whitehorse Tavern.

Another interesting pirate life story, May was one of many who went all the way from the northeast coast of America to the Indian Ocean and back.

Thomas Wake
Set: Pirates of the Age of Sail
Release: Golden Age of Piracy: Part 2 (GAOP2) (September 2026 Mega Pack)
Collector’s Number: 108
Nationality: Pirate
Point Cost: 5
Ability: Captain. After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.
Link: Susanna

Flavor text: Wake joined Henry Every and other pirates for the pursuit of the Mughal convoy in the Indian Ocean. With his ship too slow to keep pace, he and his crew missed out on the immense winnings. Their bad luck continued, with most of the crew dying of illness on Madagascar following a visit to Adam Baldridge’s pirate trading post.

Susanna’s captain just barely fits aboard the ship (point cap space of 5), though I realize most players probably won’t put him there. Overall a solid addition to the Pirate named crew ranks.

Giles Shelley
Set: Pirates of the Age of Sail
Release: Golden Age of Piracy: Part 2 (GAOP2) (September 2026 Mega Pack)
Collector’s Number: 109
Nationality: Pirate
Point Cost: 5
Ability: Merchant. One of this ship’s treasures is worth +1 gold when she docks at your home island.
Link: Nassau

Flavor text: From New York to Sainte-Marie, his ventures have brought riches to his benefactors and many pirate friends.

One of the final additions to the release. I was really excited to find out about this guy. Having a Merchant crew in the Pirate ranks should make for an interesting dynamic, especially for games or players that involve flavor in their plot. His linked ship looks like it should be a 3 master, so it missed the cut. I almost justified giving him a bunch of crew links, but stopped because some of the combos might starting getting ridiculous given how a lot of these pirates all seemed to know each other. Plus, his connections seemed like more of a passing thing than a long-term partnership. I like trying to base crew to crew links on relationships where they served together on the same ship (vs. being on different ships in the same fleet, or having only one short voyage together/etc). Many of the named crew in this release (and my sets in general) have long flavor text, so I wanted to change that up and keep his short and mysterious.

John Ireland
Set: Pirates of the Age of Sail
Release: Golden Age of Piracy: Part 2 (GAOP2) (September 2026 Mega Pack)
Collector’s Number: 110
Nationality: Pirate
Point Cost: 4
Ability: Navigator. This ship gets +1 to her cannon rolls against targets with all their masts.
Link: Amity, Thomas Tew

Flavor text: Claiming to be forced into piracy against his will, Ireland nevertheless has maintained relations with many scoundrels in his seafaring days, among them Thomas Tew and Richard Bobbington. Regardless of his true affiliation, he has proved to be a valuable pilot.

A very unique ability set that might not pair well. He does have some intriguing links, and I was happy to include some color for his crew art based on a painting of (I think) Amity and others chasing down the Mughal convoy.

Richard Want
Set: Pirates of the Age of Sail
Release: Golden Age of Piracy: Part 2 (GAOP2) (September 2026 Mega Pack)
Collector’s Number: 111
Nationality: Pirate
Point Cost: 2
Ability: After this ship resolves a shoot action, she may move as a free action.
Link: Dolphin, Thomas Tew, George Raynor

Flavor text: Having experienced piratical success as Thomas Tew’s first mate and a buccaneer under George Raynor, Want eventually commanded his own ship. He ended up in South Carolina with a new privateering commission.

With a whopping 8 named crew in the release, I definitely wanted at least one of them to be under 4 points, and Want fit the bill perfectly. First Mate has sometimes been used as a shorthand for the Reverse Captain ability, which I value at 2 points.

Joseph Faro
Set: Pirates of the Age of Sail
Release: Golden Age of Piracy: Part 2 (GAOP2) (September 2026 Mega Pack)
Collector’s Number: 112
Nationality: Pirate
Point Cost: 4
Ability: Captain. Place this crew face up during setup. Reduce the cost of all other crew placed on this ship by 1.
Link: Portsmouth Adventure, Seaflower, Dirk Chivers

Flavor text: Hailing from Newport in the Rhode Island colony, Faro made it as far as the Indian Ocean to watch Every’s capture of the Grand Mughal Fleet. Being denied a share of the prize money, he was nevertheless rescued by Every later on and may have assisted in his disappearance….

This guy was originally 1 point without the Captain ability, because the 2 point “reducer” crew in the original sets only really ever get used if they’re absolutely necessary. However, I didn’t want to suddenly make a full upgrade crew that makes those original 3 Pirate crew suboptimal to use in small games. Plus, Faro had multiple commands in his career, so the Pirates get 4 named captains in GAOP2!

Rise of Atlantis Part 2 Mega Pack

Rise of Atlantis Part 2 Mega Pack

Pirates CSG Mega Pack for August 2026

Here are the game pieces for the Rise of Atlantis Part 2 (RoA2) Mega Pack, released starting in August 2026 for subscribers of my Buccaneer’s Booty Box! It is now available while supplies last here.

It was another great collaboration with Vindaga Games. He designed the game pieces and did the artwork, while I did some edits, files, production and logistics/etc.

The Atlantean warlords and their Merfolk allies challenge the other powers sailing the high seas. The blood of their ancestors that once ruled the Mediterranean seas calls to them again. Their influence is spreading as their numbers grow…. Even the great and monstrous denizens of the sea have heeded the call. Atlantis has returned, now join with them!

Argonaut
Set: Rise of Atlantis
Release: Rise of Atlantis Part 2 (RoA2) (August 2026 Mega Pack)
Collector’s Number: 006
Nationality: Atlantean
Point Cost: 15
Masts: 3
Cargo: 4
Base Move: S+S
Cannons: 2S-2S-3S
Ability: Trireme. When this ship rams an enemy ship, that ship’s controller also eliminates a cargo.
Link: Grand Praetorian

Trireme: A ship with this keyword cannot pin or be pinned, and cannot be assigned crew with the Helmsman ability. If this ship has a crew with the Oarsman ability, she gets +S to her base move; with no masts her printed base move becomes L (instead of S), and she can always ram enemy ships. When this ship rams an opposing ship, the roll automatically succeeds regardless of the number of masts.

Flavor text: Flagship of the Praetorians and oldest fighting vessel in the Atlantean fleets. The Argonaut is said to be the oldest vessel on the seven seas. It’s been repaired, outfitted and enhanced many times over the centuries, still holding true to legends and stories of old, just as the ancestors had taught.

Creator’s notes: So excited to have the very first Trireme come to life! Though it’s a more “modern” take on the design, this fantasy Trireme will embody the power and fighting spirit of the Ancient Greeks. These vessels are designed specifically for contact, ramming, boarding and devastating their targets. Another devastatingly string addition to the Atlanteans. RoA 1 may have made them a presence, this pack ensures they are a threat!

Argonaut from Rise of Atlantis Part 2

Poseidon
Set: Rise of Atlantis
Release: Rise of Atlantis Part 2 (RoA2) (August 2026 Mega Pack)
Collector’s Number: 028
Nationality: Atlantean
Point Cost: 16
Masts: 4
Cargo: 4
Base Move: S+S
Cannons: 2S-2S-2S-3L
Ability: Grand Xebec. This ship may dock at an enemy home island and load as much treasure as she can carry. If able she must leave on her next turn.

Grand Xebec: This ship’s masts do not block her lines of fire. This ship cannot pin or be pinned. This ship may be given move actions when she has no masts; her printed base move becomes S.
This ship’s rearmost mast requires two hits from the same shoot action to eliminate, and can shoot twice when this ship shoots. If this ship is hit once during a shoot action, her owner must eliminate one of the first 3 masts if able.

Flavor text: Like a powerful riptide, the Poseidon specializes in tactical strikes. Plundering enemy stores of their goods and treasure before slipping away as quickly as it came.

Creator’s notes: The Atlanteans get a little more backbone with this ship. A very capable Grand Xebec; not afraid to get close and personal with enemy territory, and it’s has the firepower and durability for it. This ship is not only decorated in honor of the sea god himself, but brings enough of a threat that even home shores aren’t safe from its wrath, as its namesake suggests. Keep a wary eye on this vessel, if seen near your shores. Poseidon’s arm reaches as far as the sea itself and it shows no mercy in its wake.

Poseidon from Rise of Atlantis Part 2

Scylla
Set: Rise of Atlantis
Release: Rise of Atlantis Part 2 (RoA2) (August 2026 Mega Pack)
Collector’s Number: 017
Nationality: Atlantean
Point Cost: 16
Masts: 6
Cargo: 2
Base Move: S+S
Cannons: 4S-4S-4S-4S-4S-4L
Ability: Sea Monster. Hydra. When this Sea Monster hits an enemy ship, also eliminate one cargo from that ship.

Hydra: A hydra is a type of sea monster. The following abilities are specific to hydras and override the Sea Monster keyword: Measure a hydra’s movement from the middle head slot on its base. Hydras may move and shoot using the same move action. A hydra may be given repair actions at sea or at any island, including while it is submerged.

Flavor text: Legends say Scylla was once a beautiful enchantress, but a jealous goddess cursed her into this monstrous form. Now hideous, cunning and filled with spite, this creature attacks swiftly with calculated attacks, picking off sailors and treasure to fill her belly and trinkets for her lair.

Creator’s notes: The first Sea Monster to join the Atlanteans and I can’t think of a more fitting candidate. From the call of the sea and for a great purpose none can fathom, this ancient monster has abandoned her lair and is at large. Her design was inspired by combining a Moray Eel and ‘Rexy’ from Jurassic Park into a multi-headed, prehistoric-vibing monstrosity. If you were dissatisfied with the latest iteration of Scylla we got in the Odyssey, this beastie shouldn’t disappoint. Now to find a reef and a whirlpool to lurk around for some flavor…

Scylla from Rise of Atlantis Part 2

Astrapi
Set: Rise of Atlantis
Release: Rise of Atlantis Part 2 (RoA2) (August 2026 Mega Pack)
Collector’s Number: 035
Nationality: Atlantean
Point Cost: 9
Masts: 2
Cargo: 3
Base Move: S+S+S
Cannons: 5S-5S
Ability: Dragonwing Cutter. One of this ship’s treasures is worth +1 gold when unloaded at your home island.

Dragonwing Cutter: This ship gets +S to her base move if she has all of her masts. When given a move action, this ship can rotate on her stern (the rear of the ship) in any direction as an additional, final movement segment.

Flavor text: As her name suggests, the “Lightning” is an extremely quick vessel. A simple complement of crew and a lighter cargo hold ensure that her wares get to port in prime condition.

Creator’s notes: I love these little ships. The fantastical design is fun, sleek and whimsical. This DWC in particular is a super speedy gold runner. If stacked with its keyword and a helmsman ability you’re packing serious knots. An ideal scout and gold grabber, I’m so excited to field this little vessel in my next Atlantean game.

Astrapi from RoA2

Oceanus
Set: Rise of Atlantis
Release: Rise of Atlantis Part 2 (RoA2) (August 2026 Mega Pack)
Collector’s Number: 030
Nationality: Atlantean
Point Cost: 7
Masts: 1
Cargo: 1
Base Move: T
Cannons: 3S-3S
Ability: Sea Chariot. Any sea monster towing this sea chariot gets +1 to its cannon, ram and boarding rolls.

Sea Chariot: A Sea Chariot is treated like a ship with the following exceptions:
It can only move if towed by a Sea Monster. Any Sea Monster may tow a Sea Chariot when any part of its base touches any part of the Sea Chariot; you may move the Sea Chariot into a towed position as a free action. A Sea Monster may stop towing a Sea Chariot at any time, where it remains until towed again or sunk. Sea Chariots can submerge with the towing Sea Monster, but cannot shoot while submerged.
When towing a Sea Chariot, a Sea Monster on the surface may dock at islands, be given explore actions, and load treasure into the Sea Chariot’s cargo space. If the towing Sea Monster docks, the Sea Chariot may remain towed instead of docking it at the island.
Abilities of crew assigned to the Sea Chariot cannot be used by the towing Sea Monster, unless specifically stated otherwise.
If a Sea Monster towing a Sea Chariot wins a boarding party, you may assign any stolen treasure to the Sea Monster or the Sea Chariot; if a Unique Treasure is taken you must assign it to the Sea Chariot or eliminate it as normal.
A Sea Chariot has no masts. Instead it has a flag which can be eliminated only if the Sea Chariot is hit twice during a single shoot action; when it has no flag, any hit will sink it. If the flag has been eliminated, the Sea Chariot may be given a repair action (even if it’s at sea) to replace it.

Flavor text: The Merfolk of the Oceanus ambush enemy vessels, ramming their opponents from below and out of sight to catch them off guard. The doomed target is then pinned between their monstrous, rampaging steed and a swarm of boarding Merfolk.

Creator’s Notes: Was not sure if this concept would ever come to life, as it is a strange one, and certainly took a bit of time to get the groundwork done on its functionality. So much love and excitement surrounded the concept that I was eager to christen the idea. Ben worked hard on the general shape to get everything fitting just right and onto one card! There is so much fun potential in this little craft and I’m excited to see the various sea monster combos with her. Your chariot awaits, go shake things up!

Oceanus from RoA2

Grand Praetorian
Set: Rise of Atlantis
Release: Rise of Atlantis Part 2 (RoA2) (August 2026 Mega Pack)
Collector’s Number: 003
Nationality: Atlantean
Point Cost: 6
Ability: This ship gets +1 to her boarding rolls. If this ship succeeds at a boarding party, she may eliminate all of the other ship’s crew.
Link: Argonaut

Flavor text: Leader of the Praetorians, this imposing figure leads his elite group of fighting men from the sea. Favoring tactics of the old world, but skillfully implementing modern technology, the Praetorians are legends of old reforged in a modern era.

Creator’s note: We have “Vikings”, why not have “Greeks”? The Atlanteans are a coalition of warlord nations hailing from the Mediterranean and Agean sea. Their mysterious and sudden rise to power seems ushered by powerful, otherworldly forces. Times are changing on the high seas, and some great and malevolent force is at work on the seven seas, but will the Atlantean usher it in, or be on the forefront of keeping it at bay? Time and tides will tell…
Having a fondness for Greek mythology, and not content to just make a set based purely on history, I wanted to have the “cosplay” Spartans, like WizKids introduced the “cosplay” Vikings, lol.
Dressing in the old style, but outfitted to contend with other sailing nations. A fun and fantastical concept, but so much fun!
This crew in particular is devastating when combined with its linked ship, making it a fighting force of power to be reckoned with!

Grand Praetorian from Rise of Atlantis Part 2

Artorius Rex
Set: Rise of Atlantis
Release: Rise of Atlantis Part 2 (RoA2) (August 2026 Mega Pack)
Collector’s Number: 005
Nationality: Atlantean
Point Cost: 7
Ability: Captain. This ship gets +1 to her cannon rolls against non-Atlantean ships, forts and crew.
Link: Myrmidon

Flavor text: Leader of the chains of anguish, this self-described king of the Atlanteans believes he is heir to the sunken throne. He and his followers worship an ancient being called Kronos, a mysterious entity from eons past that offers promises of power and authority to those who subjugate themselves to it.

Creator’s Notes: Another strong crew to lend some power to the Atlanteans. The familiar Captain/World Hater combo is a staple in war fleets and it feels right that the Atlanteans get one to complement this batch of strong fighting vessels. While we may need to wait for his linked ship, he will still be a powerful addition to the risen ranks of Atlantis at present.

Artorius Rex from Rise of Atlantis Part 2

Merfolk Marauder
Set: Rise of Atlantis
Release: Rise of Atlantis Part 2 (RoA2) (August 2026 Mega Pack)
Collector’s Number: 051
Nationality: Atlantean
Point Cost: 5
Ability: Marine. If a sea monster begins its move within L of this ship, it gets +L to its base move.

Flavor text: The Marauders are among the Merfolk’s most elite fighting forces. Their knowledge of both combat and the nature of the beasts they bond with makes them a significant force to be reckoned with.

Creator’s notes: Another Merfolk for the Atlantean and a Marine at that! It took a lot of thought decided how I wanted the merfolk to look, and it wasn’t an easy task. I wanted to be unique enough but still be recognizable. The bow is a fun choice, similar to Olaf Lindstrom with his bow. I had also originally planned to have a sea serpent in the background, but when shrunk down to crew chit size it would have been too much detail and gotten lost in the design.
Marines are usually over-costed on their points, and so this one leans toward a more balance cost. No need to needlessly add another 7 points Marine to the game…
A final thought, is initially wanting to give the Sea Monster boost to “Within L of this crew” but thought that it would be best to keep it familiar, and keep the cost down.

Merfolk Marauder from Rise of Atlantis Part 2

Chains of Anguish
Set: Rise of Atlantis
Release: Rise of Atlantis Part 2 (RoA2) (August 2026 Mega Pack)
Collector’s Number: 054
Nationality: Atlantean
Point Cost: 6
Ability: Once per turn, you may eliminate one of this ship’s crew to give her an extra action. This ship gets +1 to her boarding rolls.

Flavor text: These metal-masked servants of the Iron Will gave up their voice long ago in service to a higher power; whether this is figurative or literal nobody can be certain, but they take their master’s orders without hesitation and show no mercy in carrying out their duties.

Creator’s Notes: This was a fun crew to design. The art was the most difficult part, but was worth the challenge! It’s always fun to have a linked story arc shared amongst game pieces too. This crew should give some flexibility and more options for the already substantial warships in this month’s line-up. Atlanteans aren’t here to play. They are ready for war!

Chains of Anguish from Rise of Atlantis Part 2

CNY Game with Gino: 2×60 on July 26th 2026

CNY Game

7/26/2026

I met up with my friend Gino in Central New York for a 2 player, 60 point game! It was a USA250 theme, with the Americans vs the English.

I rolled to go first, sailing out with USS Alliance, USS Alfred, USS Reprisal and USS Providence. All ships from my Pirates Relaunch that I’ve made!

Gino was sailing HMS London, HMS Hyena, HMS Gaspee and HMS Hermes’ Sandals (which he did the artwork for):

4 wild islands with 4 coins apiece:

CNY Game with Gino: 2x60 on July 26th 2026

Seeing London and Hyena splitting off to the south, I took a chance with the Alfred and dismasted the Hermes’ Sandals:

USS Alfred in action

Alliance, Reprisal and Providence all loaded gold.

Both fleets regrouped, with the English avoiding any potential sargasso sea issues.

Alfred got caught in range though… Hyena and then London (with Myngs’ Marauders) teamed up to sink her! Esek Hopkins wouldn’t have any HI raiding chances today.

Alliance and Reprisal were able to dock home their gold on the next turn, with Providence en route as well. Gaspee tows HS back to repair.

A couple turns later and the Americans have hit the English at the center island!  I had most of the d6 luck in this particular game, crippling the heart of the English fleet in a 2v2 attack.

CNY Game with Gino: 2x60 on July 26th 2026

My penchant for taking prizes was on full display, with London snagged by the Alliance and Hyena soon to join the American fleet as well.

Ben takes more prizes

With half the English fleet in American hands and more gold coming home, the game was all but decided. All ships returned to their home islands and the Revolutionary War redux was over!

  1. Americans: 21 gold
  2. English: 5 gold

Thanks to Gino for a great lunch and being a great host!  Looking forward to the next CNY game someday.  😀

Ben and Gino CNY game

 

Revolutionary War Part 2 – Pirates CSG Mega Pack for July 2026

Revolutionary War Part 2

Pirates CSG Mega Pack for July 2026

Here are the game pieces for the Revolutionary War Part 2 (RevWar 2/RW2) Mega Pack, released starting in July 2026 for subscribers of my Buccaneer’s Booty Box!

My subscribers voted to continue the Revolutionary War theme for a consecutive Mega Pack! Whereas the first one focused on the early days of the Revolution, this one focuses mostly on ships and crew that played a role into the 1780s. It is split between 3 factions! The Americans get 2 ships and a crew, while the English and French receive one ship and crew each. This marks the first French game pieces of my Pirates CSG relaunch!

USS Alliance
Set: Pirates of the Age of Sail
Release: Revolutionary War Part 2 (RW2) (July 2026 Mega Pack)
Collector’s Number: 091
Nationality: American
Point Cost: 13
Masts: 3
Cargo: 3
Base Move: S+L
Cannons: 3L-2L-3S
Ability: Once per turn, you can reroll any die roll you make for this ship; you must use the second die roll result. This ship gets +1 to her cannon rolls if there is a friendly ship within L of her.
Link: John Barry, John Paul Jones, Pierre Landais

Flavor text: From several mutinies, an unruly captain and damage from ice floes, the adventures of USS Alliance have faced numerous setbacks. Under the command of John Barry however, she has thrived during the American Revolution. Multiple journeys to France and captures of British ships have made her one of the most dependable ships in the Continental Navy.

It was a bit tough finding a good candidate for my 3 mast frigate design in terms of American ships that survived the entire Revolutionary War. This ship became the ideal choice, especially given her connections to existing crew John Barry and John Paul Jones. She’s got a nice “team-up” ability along with Reroll. She seemed to have a more notable career than USS Alfred, so I gave her better speed and slightly better firepower.

For her artwork I found a few good references. The aft sail lines on some of the RevWar (1) ships weren’t as noticeable on the final prints as I wanted them to be, so I increased the opacity of them so they’d show more on this ship. Her armament is based on the 1778 Three Decks listing – you can see the 14 cannons per side on her hull for the main gun deck, with 4 per side on the weather deck between quarterdeck and focsle areas.

USS Alliance

USS Reprisal
Set: Pirates of the Age of Sail
Release: Revolutionary War Part 2 (RW2) (July 2026 Mega Pack)
Collector’s Number: 092
Nationality: American
Point Cost: 8
Masts: 2
Cargo: 3
Base Move: S+S
Cannons: 3L-3L
Ability: If this ship is within S of an enemy ship when this ship is given a move action, she gets +S to her base move. This ship may dock at a French home island or fort and be given repair actions while there.
Link: Lambert Wickes

Flavor text: While carrying Benjamin Franklin to France on a diplomatic mission, she became the first Continental Navy ship to visit Europe. Not only an escape artist, she has captured multiple British and Irish vessels under the command of Captain Wickes.

As her flavor text explains, she had a very interesting history. Loved giving her a brand new ability for the French connection. Even more fitting for this particular release because the French get a couple game pieces as well in RevWar 2 (their first game pieces I’ve created for my Pirates relaunch that went public in 2024). I think she’ll be a flexible American asset capable of playing a dual role, especially when her linked crew is aboard. Though between the linked crew and her stats/ability spread, probably more likely to snag gold by commerce raiding or taking prizes than by conventional island gold running. Wickes is 5 points, so there’s still point cap space to add a helmsman and oarsman/etc to accompany him.

Art: Between her combat history and escapes, I wanted her sails to be a bit damaged. Her deck is probably one of the more realistic I’ve made – each deck and sail I make is generally unique even though a lot of them inevitably end up looking similar due to being historical ships. Historical flag flying from the mizzenmast. Hull and sails color matched to some paintings I found of her. Those paintings also guided her cannon distribution, with specifically 16/18 cannons on the hull with the final pair on the weather deck aft. (I’m aware that some of these smaller ships of 2 masts or fewer usually had their cannons on a weather/spar deck, but although I did that in full for USS Niagara and USS Lawrence, I generally prefer to only show main deck cannons on the hull artwork, with anything above the uppermost main gun deck going on the weather deck(s). I think having the cannons “topside” and aligned to hull cannon art would work better on ships that have deck tabs rather than hull tabs, because those models have a deck that can actually be aligned with part of the hull (rather than models like this where the topmost deck is always higher than the hull art).)

USS Reprisal

HMS Barfleur
Set: Pirates of the Age of Sail
Release: Revolutionary War Part 2 (RW2) (July 2026 Mega Pack)
Collector’s Number: 093
Nationality: English
Point Cost: 18
Masts: 5
Cargo: 4
Base Move: L
Cannons: 2S-3L-3L-3L-2S
Ability: This ship cannot be sunk by a shot unless it is a 6. This ship gets +1 to her cannon rolls against French ships.
Link: Lord Samuel Hood, John Knight, Admiral Alexander Hood, Cuthbert Collingwood, George Bowyer, Joseph Sydney Yorke, Thomas Hardy

Flavor text: A dangerous weapon of the Royal Navy, especially when under the command of the powerful Hood family. From the Chesapeake to the Saintes and later the Glorious First of June, she has been a dependable three decker. Entering her fifth decade of service, she has undergone multiple repairs and refits.

This was such a treat to make! I love the English and their ships of the line, so it was great to return to those ideas without the pressure of doing an iconic ship like HMS Victory justice. Although not the most famous 3 decker, HMS Barfleur was a great candidate for the English representative for this release. Her main competition for the slot was HMS Formidable, another ship of her class and the ship that carried Rodney’s flag at the Saintes. However, when I make these releases I generally try to cover as much history as possible, especially with the “big” game pieces like this one. Barfleur fought in more battles than Formidable, notably including the Chesapeake, the Glorious First, Cape St. Vincent and Cape Finisterre. She also has massive link potential, so she was a slam dunk to include as just the second historical 3 decker I’ve made (first being HMS Victory of course). She saw success against the French and was never sunk in battle despite many actions, hence her new ability. I nearly gave her an original ability only seen on La Republique (This ship cannot sink, but she can be scuttled), but figured it a bit excessive and not focused enough on surviving combat specifically. With this new ability, it hopefully won’t be OP on a large ship like that other original ability might be, and only applies to shots so she can still be sunk by other means. None of her linked crew have been fully produced yet, but that could certainly change….

For her artwork, I took inspiration from multiple sources and wanted a unique look. Between the yellow/gold hull of a ship model, red gunport lids of another, and a historically accurate stern gallery, I like how the hull pieces turned out. I wanted some damage on the deck and sails given her extensive combat history. I don’t always re-color the tops of the historical ships, but for this one I did after revisiting this amazing painting that I’ve loved for years. I love how I can punch holes in the sails and mirror them so the other sides are symmetrical – really gives an immersive look to the shot holes when you can see the mast through the hole and see a perfect (realistic) mirror image on the other side of the sail.

HMS Barfleur

Marseillois
Set: Pirates of the Age of Sail
Release: Revolutionary War Part 2 (RW2) (July 2026 Mega Pack)
Collector’s Number: 094
Nationality: French
Point Cost: 14
Masts: 4
Cargo: 4
Base Move: L
Cannons: 3S-2L-4L-3S
Ability: When this ship is given a shoot action, any of her cannons can shoot chain shots. Declare which cannon(s) will shoot the chain shot before rolling the d6. If the shot hits, do not eliminate a mast; instead the target cannot move on her next turn.
Link: Pierre-Charles Villeneuve, Jean François Renaudin, Comte de Rioms, Castellane-Majastre, Samson de Champmartin, Poype de Vertrieux

Flavor text: One of the many 74 gun ships active in the French Navy. Former commanders noted that she is a passable sailer. She played a role in the American Revolution, serving at the Battles of the Chesapeake and the Saintes. Now she sails from Brest under Jean Renaudin on convoy duty.

The first French ship of my Pirates CSG Relaunch!  She fought in many battles – Age of Sail (AoS) history buffs may know her as Vengeur du Peuple, famous for sinking at the Glorious First of June in 1794.  I wanted a ship that fought in multiple Revolutionary War battles that also had some recognition beyond it. She was the perfect candidate, with a long and storied career.

She was directly involved at the Battle of the Chesapeake, one of the key battles of the Revolutionary War that helped the United States prevail. She was also at the the Battle of the Saintes, an important fleet action that I’ve been itching to include in a historical release.

The ship ability is a new one, based on the French tactic of aiming at an enemy ship’s masts and rigging to disable it. I believe her artwork took more time than the other ships in the release, because I wanted to do my first French ship justice. There are some great paintings and ship models I was able to use for color matching and references. The hull took a while but I’m happy with how the ship turned out. The armament is matched (as usual) to the historical record. For each Mega Pack, usually the ship artwork and files are the biggest chunk of time. Sometimes it gets tedious but in cases like this it can be really worth it.

My philosophy with historical ship types in terms of the rating system is based on in-game armament. As a very general guideline (that I can’t promise will hold up over time), I usually prefer to make 3 decked ships of the line 5 masters, 2 decked ships of the line 4 masters, and frigates/etc as 3 masters. Then of course brigs and similar as 2 masters, and sloops/etc as 1 masters. It’s not perfect but it’s a good enough approximation of the firepower differences between the classes of warships, especially given how historically inaccurate the game is. Technically a 3 decker and a frigate are both 3 masted ships, but having one at 5 masts and one at 3 helps immensely in differentiating their firepower and durability.

As a side note, generally I prefer not to remake ships or crew that already exist in the game. As a result, famous RevWar game pieces such as John Paul Jones and the Ville de Paris were not considered for these patriotic summer Mega Packs. Due to the huge abundance of historical game pieces that could be made (that haven’t seen the light of day yet), I’d rather focus on bringing those to life rather than remaking something we can already use in games.

Marseillois

Lambert Wickes
Set: Pirates of the Age of Sail
Release: Revolutionary War Part 2 (RW2) (July 2026 Mega Pack)
Collector’s Number: 095
Nationality: American
Point Cost: 5
Ability: Captain. This ship can tow a ship by touching a derelict in any location (not just the bow).
Link: USS Reprisal

Flavor text: Hailing from Maryland, Captain Wickes commanded merchant ships before the Revolution broke out. He lost a brother and third lieutenant at the Battle of Turtle Gut Inlet. His deft handling of diplomatic maneuvers combined with his excellent seamanship make him one of the premier officers in the Continental Navy.

Very notable career and well-known by Benjamin Franklin. There was of course some competition for this slot, but I wanted a named captain for at least one of these two American crew, and Joshua Humphreys and the others I was considering didn’t quite fit that criteria or the release quite well enough. Plus, once I had Wickes or USS Reprisal in the release, including the other in the pair was an obvious choice.

Joshua Barney
Set: Pirates of the Age of Sail
Release: Revolutionary War Part 2 (RW2) (July 2026 Mega Pack)
Collector’s Number: 096
Nationality: American
Point Cost: 5
Ability: Hostile: England. Broadsides Attack. This ship gets +1 to her boarding rolls. This crew can use their abilities on French ships.
Link: Hornet, Wasp, Harmonie

Flavor text: After multiple commands and prisoner exchanges during the Revolutionary War, he became a captain in the French Navy. He returned to United States service in 1812, but was wounded shortly before the burning of Washington. His greatest victory was perhaps the Battle of Delaware Bay in 1782.

Barney barely missed the cut on the first RevWar release, with Abraham Whipple getting the spot instead. So I was happy to include him for RevWar 2. I recommend reading his fascinating life story, which explains his unique ability and flavor text. In fact, his French connection made him perfect for this release, given that the French are in it too!

Admiral George Rodney
Set: Pirates of the Age of Sail
Release: Revolutionary War Part 2 (RW2) (July 2026 Mega Pack)
Collector’s Number: 097
Nationality: English
Point Cost: 10
Ability: Captain. Loyal: England. Hostile: France. English ships within S of this ship get +1 to their boarding rolls. Once per turn, roll a d6. On a result of 1-4, this ship gets +1 to her cannon rolls this turn. On a 5-6, this ship may be given the same action twice.
Link: All English ships, Henry Medley

Flavor text: One of the finest admirals of the age, with victories ranging from Cape Finisterre to Louisberg and Martinique. Rodney relieved Gibraltar during the Franco-Spanish siege, which became the largest battle of the American war and longest-ever siege involving the British. His triumphs at the Moonlight Battle and the Battle of the Saintes have cemented his legacy as a British naval icon. Those successes proved the effectiveness of copper sheathed hulls and the tactic of breaking the line.

Rodney. He’s here. O_O  One of the most iconic named crew I can make. Not much more needs to be said here that hasn’t already been covered by many history books and of course the flavor text that I tried to make as epic as possible.

Comte De Grasse
Set: Pirates of the Age of Sail
Release: Revolutionary War Part 2 (RW2) (July 2026 Mega Pack)
Collector’s Number: 098
Nationality: French
Point Cost: 8
Ability: Limit. Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action. Each turn you may choose one friendly ship within L of this ship; that ship gets +1 to her cannon rolls.
Link: Ville de Paris

Flavor text: Having served the Knights Hospitaller in the Maltese Navy as a young lad, he is no stranger to naval experience. After arriving in the West Indies during the American Revolution, De Grasse contributed to the captures of Grenada and Tobago. His victory at the Chesapeake was a major factor in securing the independence of the newly formed United States.

Probably the only appropriate counter to Rodney on the back of this card would be the French admiral at the Battle of the Chesapeake! My oh my how I’ve longed to see these two huge names in the game….

The way I like to use Limit with historical customs is as a “best of their era” device. For example, Lord Horatio Nelson has Limit and some of the other greatest English admirals or leaders of other eras would too, such as possibly Sir Francis Drake and definitely Admiral Robert Blake if I remade him. Essentially limiting a faction’s best so you can’t use all of their best admirals of all-time in the same fleet. I don’t like when Limit is used as a crutch just to lower a crew’s point cost. Here it’s more flavorful, preventing the use of multiple “gods of war” from different eras in the same fleet. Just something I’ve thought about since I started making game pieces in 2011. Neat for me to see it come to fruition on physically created game pieces!

Revolutionary War – Pirates CSG Mega Pack for June 2026

Revolutionary War

Pirates CSG Mega Pack for June 2026

Here are the game pieces for the Revolutionary War (RevWar/RW) Mega Pack, released starting in June 2026 for subscribers of my Buccaneer’s Booty Box!

This release was intentionally timed to coincide with the 250th 4th of July, as I will have all the subscriber Mega Packs for it mailed before 7/4/2026. What better way to celebrate 250 years of independence than with a look back at how it all started! It is focused primarily on the early days of the American Revolution, split half and half with the American and English factions. Normally the English come before America in this game’s numbering system, but I wanted to feature American stuff first in this one.

USS Alfred
Set: Pirates of the Age of Sail
Release: Revolutionary War (RevWar) (June 2026 Mega Pack)
Collector’s Number: 081
Nationality: American
Point Cost: 10
Masts: 3
Cargo: 3
Base Move: S+S
Cannons: 3S-3L-3S
Ability: This ship gets +1 to her cannon and boarding rolls against ships that had 1 or 2 masts when constructed.
Link: John Barry, Esek Hopkins, John Paul Jones, Dudley Saltonstall, Elisha Hinman

Flavor text: Originally a merchant ship named Black Prince. Now she has become one of the most heavily armed ships in the new Continental Navy, carrying over 20 cannons. After taking a number of small British prizes under John Paul Jones, the ship headed off to France under Elisha Hinman.

One of the first ships in the US Navy! This was a fascinating ship to read about. She was adept at capturing ships smaller than her, hence her “bully” ability. A large number of notable commanders served aboard Alfred, so she has a bunch of good link options (Hopkins is also in this release, and Barry was released in 2024).

I didn’t see too much else noteworthy about her actual service (captured by the British in 1778), which is why I kept her stats simple as I could not justify better/more unique stats. I have a tendency to see ships like this as “boring” – same cargo as masts, average-ish speed, rank-3 cannons, etc. However, I’m aware that if I avoid that kind of thing with every single ship I ever make, it cuts out that midrange option and feels overly constrictive when I try to make every ship “interesting” with unique combinations of stats. In this case I think the new ability, links, historicity and brand-new look will allow her to shine and not feel like “pack filler”.

I couldn’t resist making a new ship type for this release, despite being pressed for time on it and not wanting to overextend myself. It’s similar to a 3-mast B variant with jib and gaff added for some historical realism, while also decreasing the sail count per mast and making the fore taller than the mizzen. I also lowered the freeboard slightly to make them a bit sleeker and improve the mast to freeboard height ratio, which also helped in keeping the model on 2 cards (which was a personal mandate for the new model from the start). As with my 2MB models, the jib and gaff slot into regular masts and do not function as extra durability/etc, just extra pieces to make the ship look and feel more historical.

Her artwork is color-matched to the paintings I found of her, especially for the hull. I like the blue-gray and orange/yellow color scheme. She has the Continental Union Flag flying from her spanker. This ship was the first appearance of that flag, hoisted by Esek Hopkins at her commissioning. Perhaps even more unique is that apparently Esek Hopkins flew the Gadsden flag from the ship, so I used a little artwork trick to color the old drawing of that one and make sure it flies prominently from the main topsail. Ideally more flags might fly from the tops of the masts on these historical ship recreations, but that often forces them to be made so small that they are hardly visible/notable on the final laser cut ships. She also has a Continental Navy Jack flying from her mizzen (not visible on this picture), as this ship was a great opportunity to use a plethora of historical flag details!

I also added some lines to the backs of her square sails, a detail I’ve been wanting to experiment with for a while now. Her deck is one of my favorites I’ve ever made, with realistic wood planking on top of texturing, along with stern lanterns and various details such as cannonballs for the 6-pounders on her weather deck. Her cannons varied but I decided to go with her December 1777 armament, which lines up with her “present tense” flavor text ending shortly before then. In theory those 6-pounders should be further towards the stern to appear on the quarterdeck, but then the laser cut outlines would likely destroy those details, hence some historical liberties taken.

USS Alfred

Alfred preview

USS Lexington
Set: Pirates of the Age of Sail
Release: Revolutionary War (RevWar) (June 2026 Mega Pack)
Collector’s Number: 082
Nationality: American
Point Cost: 7
Masts: 2
Cargo: 3
Base Move: S+L
Cannons: 2S-3S
Ability: You may double the range of any of this ship’s cannons each action, but if you do, that cannon must roll a 6 to hit.
Link: John Barry, William Hallock, Henry Johnson

Flavor text: Purchased for the Continental Navy in 1776, this 16-gun brigantine escaped British blockade under the command of John Barry. She later participated in the Battle of Turtle Gut Inlet and captured various British privateers and warships. Now she sails east to France in a squadron commanded by Lambert Wickes.

Here we’ve got a small warship that saw short but notable service in the early days of the US Navy. Her fast base move is partially based on the blockade escape, while her ability is based on her gunpowder stores being used to increase her cannon ranges.

I wanted to do my “1700s” 2 masted brig ship design, as the snow-brig I made for USS Niagara and USS Lawrence is more of an 1800s concept. Her artwork is mostly based on this painting, with the big flag flying from her mainmast. Wind blowing to starboard on all details. Small swivel guns added to her gunwales to match the historical armament.

USS Lexington

USS Providence
Set: Pirates of the Age of Sail
Release: Revolutionary War (RevWar) (June 2026 Mega Pack)
Collector’s Number: 083
Nationality: American
Point Cost: 7
Masts: 1
Cargo: 3
Base Move: S+L
Cannons: 3L
Ability: This ship gets +2 to her d6 rolls against English ships. This ship’s scuttle attempts succeed on a 2-6.
Link: Abraham Whipple, John Paul Jones, John Rathbun

Flavor text: Previously named Katy while in service to Rhode Island, this sloop has captured numerous British warships and merchantmen. A number of different captains have sailed her, from Nova Scotia to the Bahamas. She now heads to Penobscot Bay under Commodore Dudley Saltonstall.

Another one of the Navy’s first ships, Providence had been on my radar for a while. She is a little more wild than the other ships in the release with her abilities, featuring two new ones. She absolutely owned the British during the war, and was scuttled to prevent capture during the Penobscot disaster. Hopefully she’ll be worth her point cost, although mostly against the English of course. I really wanted to keep the link to John Paul Jones usable with his 7 point Revolution crew, so I raised her cargo from 2 to 3 to try to help justify her 7-point cost.

Her artwork that I did is primarily based on paintings of her, but with a few details inspired by the replica. As an aside, yes it would be neat to see her as a topsail sloop, but then it wouldn’t fit properly onto a single card. Very happy with how it turned out; a proud little ship that met a sudden end.

USS Providence

HMS Rose
Set: Pirates of the Age of Sail
Release: Revolutionary War (RevWar) (June 2026 Mega Pack)
Collector’s Number: 084
Nationality: English
Point Cost: 14
Masts: 3
Cargo: 3
Base Move: L
Cannons: 3S-2L-2S
Ability: Once per turn, one ship, crew, or fort within S of this ship cannot use its ability that turn.
Link: James Wallace

Flavor text: This sixth-rate post ship was nearly the vessel James Cook explored the Pacific Ocean with, but she was rejected due to cargo limitations. However, her wartime career under James Wallace has been stellar. Between anti-smuggling operations, multiple ship captures, and helping to force George Washington’s army out of New York, she has been the bane of rebels across the northeast coast.

This ship had a major effect on the rebels in the early years of the Revolutionary War. She was so effective against the Americans that I thought giving her the Canceller ability would be the most fitting. Her deterrence capabilities were one of the main reasons for the formation of the Continental (US) Navy in the first place! It is the first “full” canceller of my Pirates CSG Relaunch, one of the most powerful abilities in the game and one I don’t take lightly. This variant can cancel a fort ability as well, making it worth at least 6 points and explaining why the ship is relatively expensive.

One of the most notable aspects of this ship is that her replica has genuine fame, playing the roles of HMS Surprise in Master and Commander, and HMS Providence in On Stranger Tides! I have been aboard her in San Diego and it’s a treat to visit. I based most of her artwork on some older pictures of HMS Rose, since it’s meant to be historical and not an Aubrey-Maturin clone. I really liked bringing her pale yellow and blue hull to life, combined with textured sails. The American resistance is seen on her artwork as well, with small holes peppering her sails and some blood on deck. Just like USS Alfred, the ship model is the “1700s frigate” type I made for this release.

HMS Rose

HMS Gaspee
Set: Pirates of the Age of Sail
Release: Revolutionary War (RevWar) (June 2026 Mega Pack)
Collector’s Number: 085
Nationality: English
Point Cost: 7
Masts: 2
Cargo: 4
Base Move: S+S
Cannons: 4L-4S
Ability: Schooner. Hoard. This ship gets -1 to her terrain rolls.
Link: William Duddingston

Flavor text: Customs collection in and around Narragansett Bay may take a turn for the worse if antagonized colonists take up arms….

For a ship as famous as this one, I was surprised not to find many individual pages/history for her. As always her specific abilities are based on history. I think she’ll fill an interesting niche role in English fleets as a gold runner with heist potential. The middling cannons and speed coupled with the (somewhat) negative ability help keep her cost down, so with a helmsman and explorer/oarsman she’ll be able to get gold in potentially multiple ways. I tend to write long flavor text for these historical game pieces (it’s often hard to keep the summary to 2-3 sentences!), so here I wanted to change that up and give more of a Crimson Coast-esque feel. Kind of an ominous anti-British slant given the circumstances….

Once in a while I let myself be content with a ship that isn’t as pretty. Both for historical reasons, and because I know I don’t need every ship to be some colorful stunning masterpiece. I couldn’t get the hull to look the way I wanted, but a bit gnarly is fitting for a ship that met a grisly end (burnt to a crisp for being a customs/inspection bully). I do like the subtle textures I added to the sails and deck. Many small barrels on her deck to represent the cargo seizures from before the Revolution started. Great to have a schooner in this release, especially since I was a little surprised last year not to have one in my War of 1812 release.

HMS Gaspee

HMS Liberty
Set: Pirates of the Age of Sail
Release: Revolutionary War (RevWar) (June 2026 Mega Pack)
Collector’s Number: 086
Nationality: English
Point Cost: 5
Masts: 1
Cargo: 2
Base Move: S+S+S
Cannons: 5S
Ability: This ship can tow a ship by touching a derelict in any location (not just the bow).

Flavor text: Once a merchant sloop owned by John Hancock, this vessel was seized by the British. She is patrolling off Rhode Island for potential customs violations. However, her captain is unaware of the sheer anger quietly brewing amongst the local colonists.

Here we go even further back in time to tell the story of the Revolutionary War and its beginnings. This ship filled multiple roles in the release beyond her storytelling aspect: cheapest ship (and the only one under 7 points), fastest ship, different cannon rank, different cargo count, finally a ship with no links, etc. She wasn’t the last ship designed for RevWar, but fills out some variety aspects which is nice to have if you’re playing this release by itself or focusing on it very heavily in a small game. She also features a new ability, which actually got its start on some historical Pirate crew we may see eventually in other releases….

With no art references found, I experimented a bit for her look. Most parts intentionally look a bit aged. My favorite part is the color scheme across the mast and sails and the sail texture.

HMS Liberty

Esek Hopkins
Set: Pirates of the Age of Sail
Release: Revolutionary War (RevWar) (June 2026 Mega Pack)
Collector’s Number: 087
Nationality: American
Point Cost: 7
Ability: Captain. This ship can dock at an enemy home island or fort and load one random treasure; if able, she must leave on your next turn.
Link: USS Alfred

Flavor text: As the Commander in Chief of the Continental Navy, he sailed a fleet to the Bahamas to raid the British colony at Nassau. This has made Royal Navy leadership worried about losing parts of their West Indies holdings. However, he now faces political attacks based on his prior inability or unwillingness to defend Chesapeake Bay, despite the larger British presence there.

Although a controversial figure, it is hard to tell the story of the US Navy’s founding and its role in the Revolutionary War without Hopkins. He should pair well with Alfred, with 3 points still available in the cap space to add a helmsman and oarsman/etc. His second ability is a twist on HI Raider – he can steal from forts too, and the coin is specifically random rather than unspecified (which defaults to the loser’s choice in the original rules). With HI Raiding, I generally like the house rule of having the coin(s) be random rather than loser’s choice, both to make the ability more worth its cost (usually 3+ even without this upgrade) and in the spirit of piracy as the game’s namesake. The fort addition was of course based on his Nassau raid. With the upgrades to HI Raider, 4 points seems appropriate.

 

Abraham Whipple
Set: Pirates of the Age of Sail
Release: Revolutionary War (RevWar) (June 2026 Mega Pack)
Collector’s Number: 088
Nationality: American
Point Cost: 6
Ability: Captain. Merchant. When touching an English ship, this ship can load as much of that ship’s treasure as she can carry.
Link: USS Providence, USS Columbus

Flavor text: Having gained experience as a privateer during the Seven Years’ War, Whipple was a prime candidate to lead one of the first ships of the Continental Navy. His command of Providence (then named Katy) led to the first cannon fire against the Royal Navy during the American Revolution. “Always catch a man before you hang him.”

Merchant: Once per turn if this crew or ship is within S of any ships, home islands, or forts, the controllers of each game piece may agree to trade any number of cargo between the game pieces as a free action (if applicable, up to their available cargo space). If the trade is between friendly game pieces, all friendly game pieces involved must unload at least one non-identical cargo; you cannot trade between friendly ships and your own home island.

There was certainly some competition for this final American crew slot in such an iconic release idea, but Whipple played a big role in the early days and is fascinating to read about. He also brings a somewhat lacking mercantile focus to the ranks of American named crew.

 

George Collier
Set: Pirates of the Age of Sail
Release: Revolutionary War (RevWar) (June 2026 Mega Pack)
Collector’s Number: 089
Nationality: English
Point Cost: 4
Ability: This ship gets +1 to her d6 rolls against the Americans. Once per turn when this ship hits an enemy fort, also eliminate one cargo from that fort.
Link: HMS Boulogne, HMS Edgar, HMS Tweed, HMS Levant, HMS Flora, HMS Rainbow, HMS Raisonnable, HMS Canada, HMS St George

Flavor text: He joined the Royal Navy in 1751. After a string of frigate commands, he led the fourth-rate HMS Rainbow to success against both USS Hancock and in various amphibious operations. His current assignment is commodore of the North American Station.

Collier absolutely crushed the Americans multiple times. It was hard not to make him expensive, but I decided to shy away from the “super named captain” route that is so tempting to take with a lot of these historical figures. This way he’s the cheapest crew in the release (and the only one under 5 points), and at 4 points can be brought in via a 0LR+5 crew if you see an American fleet opposing you. His abilities are a bit hard to price but I think his cost is fair given how situational they are. Many of his linked ships may never get made, but you just never know so I like to cover all or most of my bases.

 

James Wallace
Set: Pirates of the Age of Sail
Release: Revolutionary War (RevWar) (June 2026 Mega Pack)
Collector’s Number: 090
Nationality: English
Point Cost: 6
Ability: Captain. Once per turn if this ship is touching a friendly ship, you may remove all of that ship’s fire masts. When this ship unloads treasure at your home island, any coin printed with a silver number is worth +1 gold.
Link: HMS Rose, HMS Experiment, HMS Warrior

Flavor text: Wallace saved a small British ship from being burnt by the American rebels and then captured USS Raleigh. After a lopsided engagement, he was captured by the French. He was returned to England, and later served under Rodney during their brilliant victory at the Saintes.

Yet another interesting life story. A unique combination of abilities, likely best suited for a hybrid ship. He is one of the few links in this release to some of the later events of the war, having participated in the legendary Battle of the Saintes….

Dutch Golden Age

Dutch Golden Age

Pirates CSG Mega Pack for May 2026

Here are the game pieces for the Dutch Golden Age (DGA) Mega Pack, released starting in May 2026 for subscribers of my Buccaneer’s Booty Box!

Dutch Golden Age ships - Pirates CSG Mega Pack May 2026

Gouden Leeuw
Set: Pirates of the Age of Sail
Release: Dutch Golden Age (DGA) (May 2026 Mega Pack)
Collector’s Number: 072
Nationality: Dutch
Point Cost: 18
Masts: 4
Cargo: 4
Base Move: L
Cannons: 2S-2L-2L-2S
Ability: When this ship hits an enemy ship, also eliminate one crew from that ship. This ship gets +1 to her cannon rolls against English ships.
Link: Cornelis Tromp

Flavor text: The flagship of Cornelis Tromp is one of the largest ships in service to the Netherlands. She has excelled in battles against the English across multiple Anglo-Dutch wars, from Schooneveld to Texel. Armed with 82 guns, she is a match for all but the largest English three deckers.

I am excited to return to the European theater! Here we see one of the most iconic Dutch ships of all time, come to life on the new D4M (Dutch 4 Master) ship shape made by Gigi. Having read about this ship and her captain/admiral many times earlier in life, it felt like something coming full circle. The late 1600s were an explosive time for naval warfare – three Anglo-Dutch Wars were fought between 1652 and 1674. These wars were unique in that they were almost exclusively fought at sea. The battles and paintings from that time period are legendary.

Although the English are my favorite faction in our game, I have to give major credit to the Dutch for being an absolute powerhouse throughout the 17th century. This 82-gun ship comes ready to brawl. A veteran of important battles against the English, she has artwork to match, with various holes in her sails from round shot and musket balls. It was tricky fitting all the cannons on the hull, but I noticed that they also look tightly packed on the various paintings I studied.

As usual for when I make historical ships with existing painting or replica references available, as many parts of the ship as possible are color-matched to the actual ship (in this case from really gorgeous paintings). The stern and prow details are taken directly from public domain source artwork, with the golden lion (ship’s namesake) visible on the stern hull detail. I couldn’t find any true broadside-angle depictions of her, so the stern gallery might look a little weird because it’s mostly a stern/quarter angle view. However, between the tiny scale of the ships of the game and the print quality, I think it will turn out okay. Lighted lanterns are added to the quarterdeck, as these 17th century warships often got rather fancy and ornate.

The cropped flags are also a fun detail to add, straight from source paintings that were often finished within a decade or so of the actual battles of the time. Having grown up reading books that featured paintings by Willem van de Velde (the Younger, and the Elder), it felt really fitting to pay homage to them by bringing their artwork into the game. The book War at Sea in the Age of Sail (by Andrew Lambert; affiliate link) introduced me to their work and that book was also a major factor in me getting into Pirates CSG in the first place (and playing huge games as a result of reading about the massive battles that took place centuries ago). The flags are all blowing to starboard/forward, a detail I like being really consistent with as often as possible with my designs.

Gouden Leeuw

Zeelandia
Set: Pirates of the Age of Sail
Release: Dutch Golden Age (DGA) (May 2026 Mega Pack)
Collector’s Number: 073
Nationality: Dutch
Point Cost: 12
Masts: 3
Cargo: 4
Base Move: S+S
Cannons: 3L-3L-3L
Ability: You may double the range of any of this ship’s cannons each action, but if you do, that cannon must roll a 6 to hit.
Link: Joris van der Zaen, Jacob Huyrluyt, Nicolaes Marrevelt, Daniel Elsevier

Flavor text: A veteran of all three Anglo-Dutch Wars, this vessel of 34 guns has served many captains. She now heads to the Caribbean, for rumors abound that the French will try to recapture Tobago.

For this one, I wanted to keep some elements of the 3-tone hull design from the Golden Seas D3M’s. Her armament is mostly based on her 1665 armament; perhaps the 3-pounders aren’t included in the “nominal guns” count so I didn’t add them to the deck art, but she’s also listed at 34 guns for the Battle of Texel, fought during the third Anglo-Dutch War.

None of her linked crew are in this release, but there’s always a chance they’ll show up in the future. I wanted to give the Dutch a ship with the “new sniping” ability that can be mixed and matched on a per-cannon basis (unlike the old sniping ability, where you have to snipe with all cannons or none for a shoot action). Perhaps a jack of all trades warship that can bring some life and fun to their fleets.

The ship still has some battle damage from surviving 8 battles with the English, but a lot of her holes have been patched up for her journey to the Caribbean. She’s flying a West India Company flag from her main topsail, given that the flavor text implies her journey to Tobago, where she would be sunk by the French. The orange on the flag fits well with the orange details on her hull and gunport lids.

Zeelandia preview

Halve Maen
Set: Pirates of the Age of Sail
Release: Dutch Golden Age (DGA) (May 2026 Mega Pack)
Collector’s Number: 074
Nationality: Dutch
Point Cost: 10
Masts: 3
Cargo: 4
Base Move: S+L
Cannons: 4S-4L-4S
Ability: Once per turn, if this ship is within S of a wild island, you can mark it as explored without docking at it. The island becomes unexplored in regards to all other players.
Link: Henry Hudson

Flavor text: Tasked by the Dutch East India Company with a covert mission to find a northern passage to Asia, Henry Hudson captains this ship to new waterways.

This was originally an existing custom I made some years ago as a 2 masted square rigged ship – long before I even considered making my own ship types. However, given how similar her “jacht” design is to a carrack, this was a great opportunity to use the new carrack design in this Dutch release. The faction flag is intentionally orange on top rather than red, because I saw that they used the “Prince’s Flag” around the time she made her main voyage (1609).

I’m originally from New York State and I’ve seen the Hudson River, so this one was a little bit like a homecoming in certain ways. Henry Hudson is not in the release but might be made in the future. Pretty crazy how much bears his name beyond just the river: Hudson Bay, Hudson’s Bay Company (the oldest corporation in North America and just liquidated in 2025), etc. Since she was an exploratory vessel rather than one of the big Portuguese carracks meant for maximum cargo (and technically of a different design historically), I gave her a fast base move along with the S-Explorer ability.

One of the best things about making this one is that a replica exists, with tons of modern pictures to use for reference. From that I was able to recreate the various hull details and especially the color scheme, which is quite unique compared to most other ships in PCSG. I think she’ll make a fine historical addition to the Dutch quest for riches in the  game!

Halve Maen preview

Castel del Rey
Set: Pirates of the Age of Sail
Release: Dutch Golden Age (DGA) (May 2026 Mega Pack)
Collector’s Number: 075
Nationality: Dutch
Point Cost: 9
Masts: 2
Cargo: 5
Base Move: S+S
Cannons: 3S-2L
Ability: Pirate crew can use their abilities on this ship.
Link: Adrian Claver, Otto van Tuyl

Flavor text: The Dutch privateer Adrian Claver uses this well-armed vessel to pillage Spanish holdings. Some consider his friends such as Captain Gincks to be pirates.

With the return of the “1700s” version of my 2 masted brig, we see an 18-gun historical ship with a mixed allegiance. Claver (also part of this release) was a Dutch privateer in league with some pirates, so this vessel will open up the Dutch faction to some interesting potential combinations.

For the art, I wanted a damaged ship to represent how much action she got into (especially with the Spanish). I tried playing around with drop shadows from the masts to accentuate a lighting effect. In this case the sun is coming from the port quarter, with the lighter shade of each mast gradient on the left and the drop shadows to the right (and forward on the jib). She might look more like a pirate ship than anything else, but the orange highlights serve to distinguish her as a privateer of the Netherlands. (orange being the national color of the Netherlands)

I could see her playing multiple roles in a fleet – likely an armed merchant, with possible starting crew setup looking like captain-helmsman-explorer (CHE).

Castel Del Rey preview

Postillon
Set: Pirates of the Age of Sail
Release: Dutch Golden Age (DGA) (May 2026 Mega Pack)
Collector’s Number: 076
Nationality: Dutch
Point Cost: 4
Masts: 1
Cargo: 1
Base Move: S+S
Cannons: 5L
Ability: This ship gets +S to her base move if she begins that move action within S of an island.
Flavor text: This pinnace from De Hoop is serving under Simon de Cordes after Jacques Mahu’s untimely end off the African coast. She was assembled in the Strait of Magellan. Other ships in the squadron include Trouwe and De Liefde.

Here’s a sloop that was apparently stored in the hold of a ship on the expedition that eventually took William Adams to Japan. If the artwork looks somewhat janky/rushed, it’s because that was done on purpose to reflect the fact she was assembled en route. Almost like a jury rigged ship. I don’t normally do monochrome sails anymore, but this felt like the right time to try that – an otherwise fresh white sail that hadn’t been exposed to the sun/weathering much, but was creased and slightly worn out from being in storage on the Hoop.

The Postillon went missing in the vast Southern Ocean (Pacific Ocean) and likely perished.

Because she didn’t last long, this ship was a good opportunity to make the cheapest Dutch ship yet, at under 5 points. It is worded as “that move action” rather than “her move action” to prevent any confusion about the bonus being cumulative (as it’s not).

Credit to my friend Gigi for the original ship design from Golden Seas – I was really happy to use 3 of those 4 in this release. All 5 ship types in DGA are new “relaunch” ship types, which I was stoked to do. (definitely want to get as much mileage out of them as possible, given the design and testing time that goes into each model)

Postillon preview

Cornelis Tromp
Set: Pirates of the Age of Sail
Release: Dutch Golden Age (DGA) (May 2026 Mega Pack)
Collector’s Number: 077
Nationality: Dutch
Point Cost: 8
Ability: Hostile: England. Captain. Once per turn, you may eliminate one of this ship’s masts to give her an extra action. If this ship does not have all of her masts, she gets +1 to her cannon rolls. This ship gets +1 to her cannon rolls against French forts.
Link: Gouden Leeuw, Thomas Tobias

Flavor text: The controversial son of Admiral Maarten Tromp has risen through the ranks of Dutch naval officers. He gained experience at the battles of Elba, Leghorn, Lowestoft, and the Four Days’ Battle. Those conflicts helped him lead his squadrons to victory at Schooneveld and Texel, where he finally vanquished his rival Edward Spragge. He is still jealous of de Ruyter but has earned his place as a Dutch naval hero.

The unique new “mast sac” ability is based on his aggressive battling strategy, throwing caution to the wind to get the initiative. He was quite successful in spite of it, leading to his cannon bonus ability which pairs well with losing masts.

Tromp was a very aggressive squadron commander who personally relished the fight, preferring the direct attack having the weather gage over line-of-battle tactics. As a result, he had to change ships often: four times at the Four Days’ Battle, three times at Schooneveld and two times at Texel. He was popular with his crews, despite the danger he put them in….

Piet Hein
Set: Pirates of the Age of Sail
Release: Dutch Golden Age (DGA) (May 2026 Mega Pack)
Collector’s Number: 078
Nationality: Dutch
Point Cost: 10
Ability: Captain. This ship gets +1 to her d6 rolls against Spanish ships. When touching a Spanish ship, this ship can load as much of that ship’s treasure as she can carry. When this ship unloads treasure at your home island, any coin printed with a silver number is worth +2 gold.

Flavor text: Captured by the Spanish and forced into being a galley slave, this Dutch hero later found revenge as an admiral in the Dutch West India Company. His capture of the Spanish silver fleet funded the Dutch army for months and crushed the Spanish economy.

Piet Hein is a crew I’ve wanted to see in Pirates CSG for many years. Arguably he should almost be a “god crew” similar to Nelson/etc. He is quite expensive but should be well worth the points, especially in any games against the Spanish. At first glance he might seem overpriced, but it’s always tricky to price crew with very situational abilities, and his abilities could be game-changing at the opportune moment. Since he completely owned the Spanish, his ship will get +1 to all of her d6 rolls against their ships – cannons, ramming, boarding, etc. His epic silver ability will apply to all silver coins the ship unloads (not just one per unload/docking), potentially making him a staple of Dutch hybrid silver fleets even when no Spaniards are on the horizon.

Overall it was great to make new crew for two of the most accomplished Dutchmen in naval history!

DGA crew 1

Abel Tasman
Set: Pirates of the Age of Sail
Release: Dutch Golden Age (DGA) (May 2026 Mega Pack)
Collector’s Number: 079
Nationality: Dutch
Point Cost: 4
Ability: Explorer. Born Leader.
Link: Heemskerck (ship), Frans Visscher

Flavor text: One of the most well-traveled Dutchmen in recent history. Stops in Formosa and the Japanese trading port of Dejima have provided education on foreign relations. Now he sails from Batavia in search of the legendary Terra Australis….

Tasmania (and by extension, Tasmanian Devil) and many other things are named after him. Wanted to do him justice. It’s been interesting to try to use old place names (such as Formosa and Batavia) as I generally prefer to keep the flavor text close to “present tense” in order to keep gameplay immersion.

Adrian Claver
Set: Pirates of the Age of Sail
Release: Dutch Golden Age (DGA) (May 2026 Mega Pack)
Collector’s Number: 080
Nationality: Dutch
Point Cost: 3
Ability: Hostile: Spain. Filching Gold. If this ship wins a boarding party, she may capture the crew with the lowest point cost instead of eliminating it. A captured crew becomes cargo worth its point cost in gold when unloaded at your home island.

Flavor text: Claver is a constant thorn in Spanish sides. He has teamed with pirates to raid Spanish shipping off Havana and Caracas. Although he failed to capture the Frenchman named “Captain Davy” while based out of New York, he has taken many prize ships and crew for ransom.

A well-connected privateer with a new twist on the Gold Capture ability.

That concludes the previews for Dutch Golden Age! 5 ships (all new models that have been introduced this decade), 4 named crew. Very rich in history. Was really nice to make and I like how it turned out.

DGA crew 2

4 Fleets, 70 Points: Debut of the Portuguese, Carrack model, and Merchant ability!

4 Fleets, 70 Points: Debut of the Portuguese, Carrack model, and Merchant ability!

3/18/2026

This 4×70 game originated from simply wanting to have fun using some of the new game pieces I’ve designed for my various Mega Packs. During the planning phase, it then morphed into an opportunity to playtest a new ability called Merchant that I’m quite excited about. Plus, to a lesser extent a playtest of the new carrack ship type and some game pieces from the Seas of Japan Part 3 Mega Pack – which will see the debut of the Portuguese!

Setup included 8 wild islands with 6 coins each (random gold values and some random UT’s), and lots of terrain including some of my custom sandbar and shallow water terrain. I used my Restarting Rules and New Master Keyword List.

Merchant: Once per turn if this crew or ship is within S of any ships, home islands, or forts, the controllers of each game piece may agree to trade any number of cargo between the game pieces as a free action (if applicable, up to their available cargo space). If the trade is between friendly game pieces, all friendly game pieces involved must unload at least one non-identical cargo; you cannot trade between friendly ships and your own home island.
Current cost: 2 points

Ability is subject to change. For this game, it was on 3 different game pieces across 2 different fleets (Portuguese had 2, Japanese had 1).

Fleets in play order:

These are just listed from my notes, with abbreviations for generic crew (C-Captain, H-Helmsman, O-Oarsman, E-Explorer, etc).

Jade Rebellion from Return to South China Seas

Taicang + Hong Bao, Ma Huan, HO (34) – 6 spaces open
Qingyuan + CHO (21) – 4 spaces open
Taoyuan + Li Dan, HE (15) – 2 spaces open

Jade Rebellion from Return to South China Seas

Japanese from Seas of Japan Part 2

Tekkōsen + CHO, FPS (17) – 0 spaces open
Kitabatake + Ohama Kagetaka, Robert Sample, Robert Lane (20) – 5 spaces open
Nagoya + Murayama Tōan, Jan Joosten (Dutch Merchant), H (20) – 3 spaces open
Ryūjin (13)

Japanese from Seas of Japan Part 2

Portuguese (from the upcoming Seas of Japan Part 3) mixed with some Dutch and Spanish from Golden Seas. The carrack models are prototypes as I don’t have their finished game pieces yet for this report – both carracks are Portuguese faction.

Nossa Senhora da Graça + André Pessoa, João Rodrigues, HEO (25) – 3 spaces open. Dark ship
Santa Catarina + João Pereira, HEO (24) – 3 spaces open. White ship
Friesland + Jacques Specx, CH (17) – 2 spaces open but negative ability
El Antiguo

Portuguese (from the upcoming Seas of Japan Part 3) mixed with some Dutch and Spanish from Golden Seas

Pirates from Golden Age of Piracy Part 1

La Louise + Olivier Levasseur, HE (20) – 2 spaces open
Cassandra + Jasper Seagar, HEO (19) – 3 spaces open
Fancy + Edward England, H, exploding shot (24) – 4 spaces open
Flying King + E (7) – 3 spaces open

Pirates from Golden Age of Piracy Part 1

Looking south (opposite orientation of most pictures in this BR) at round 1. Taicang has whirled into the northwest:

Looking south (opposite orientation of most pictures in this BR) at round 1. Taicang has whirled into the northwest:

Ohama Kagetaka draws first blood with his Kitabatake atakebune! The pirates he’s recruited (Robert Sample and Robert Lane) into the Japanese fleet help him damage the Friesland. Jacques Specx is killed, but there are still two other merchants in play.

Ohama Kagetaka draws first blood with his Kitabatake atakebune! The pirates he's recruited (Robert Sample and Robert Lane) into the Japanese fleet help him damage the Friesland. Jacques Specx is killed, but there are still two merchants in play.

Lots of gold gathering early!

Tekkosen emerges from fog to slam Qingyuan!

Indeed, the Jades were under heavy fire from the Japanese:

Kitabatake got caught with bad positioning, allowing the Portuguese to damage her. El Antiguo wanted to sneak some treasure from the center island, but Levasseur on La Louise wasn’t going to allow it.

Taicang looks to dock at a second island to boost a coin’s value with her ability.

The first use of the Merchant ability in a game! Japanese pull off some cargo logistics to get the UT to the warship.

The Japanese continue to be bold, going straight after Taicang in the southwest with Ryujin and Tekkosen:

Qingyuan’s fire spread but she docked home to put it out and deposit treasure.

Taicang’s cannons improbably manage to kill Ryujin! This was in one salvo, with only 4/6 dice even getting rolled (two shots to spare).

Looking from the north again. The white carrack has explored the center island for the Portuguese.

Tekkosen attacks Taicang to trigger Parley from Ma Huan, netting the Japanese a 7!  Their luck turned worse after they got greedy, with the atakebune’s oarsman killed in a boarding loss.

Ma Huan parleyed because the Jades knew that Taicang had more gold in her hold than their entire HI….

Pirates make a play at some gold the Jades want. Portuguese and Japanese are slowly getting richer.

The Pirates didn’t send their best however. Flying King is dismasted by Taoyuan emerging from fog. Qingyuan is on the way and has bonuses against Pirate ships, but she rolled terribly in this game.

The Pirates use 5 gold to build their Eternal Gate fort from Golden Seas!  They’ll need it there, as Cassandra fails both a ram and board against Taoyuan.

Hong Bao finally comes through with an extra action! (possibly the only one he got all game) The Pirates didn’t expect interference from Taicang, let alone so quickly and so effectively. The big 7 master smashes up Cassandra with her bow cannons, and uses her unique trading arbitrage ability to swap her Forged Papers UT with gold from the fort!

The Ming ships also damaged the fort, so the Pirates aren’t looking good here.

A few more angles on the battle:

Friesland manages to catch Edward England unaware, but goes 0/3 against the Fancy!

The Pirates quickly dismasted and captured the Friesland, hoping that she would replace any potential ships lost to the Jades. At the upper right, Tekkosen guards the southwestern island so Nagoya (bottom left) can make trips to it. 3 of the 4 fleets were using gold bonuses to get richer, with the Portuguese relying on sheer cargo volume to make up the difference.

In one of their only “bad luck turns” this entire game, the Jades manage very little damage against the Pirates. Qingyuan goes 0/5. Thus the battle stalls out as the Jades lose momentum.

Even with the captured Friesland in tow, the Pirates diligently continue their gold factory strategy. Edward England and Olivier Levasseur worked together exceptionally well in this game, probably adding 8-12 gold to their score across various “bonused” coins. In bigger news, the Japanese and Portuguese have agreed to a deal!  The factions had been in discussions about a possible trade for a few rounds now, and were finally able to start getting the pieces together.

The Jades finally finish off their victory over the Pirates, sinking Cassandra (complicated to capture with oarsman and Jasper Seagar aboard) and destroying the fort.

A few more shots of my Jade Rebellion ships I’m really happy with:

Here it is!  The first major use of the Merchant ability!  João Pereira (aboard Santa Catarina, the white carrack) helps to broker a deal between the Portuguese and Japanese: the Japanese will pay 5 gold from their home island to receive Neptune’s Trident from the Nossa Senhora (placed on Kitabatake). The two factions are also in agreement for a joint strike against the Jade Rebellion, though the details are a bit muddy.

Pirates CSG Merchant ability!

Looking south at the end of a round. The game was entering a combat lull.

Jades regroup as the Portuguese and Japanese slowly begin getting into position. The Portuguese don’t trust the Pirates enough to let them in on the plan against the Jade Rebellion, so the “black ship” (carrack) will enter fog to protect her 5 coin. El Antiguo has been camped out at that north-central island for many rounds now, ready to build a fort in order to extend the game if needed to allow the anti-JR plan to happen.

The black ship safely gets the 5 home for the Portuguese. Taicang and Taoyuan team up for some gold bonus logistics in the southeast. Pirates look to capture Antiguo simply to increase their fleet size (and units in play number in the case of a tiebreaker at the end).

The Pirates split up their wolf pack as the endgame approaches….

Ohama Kagetaka gets his SAT to force the action!  Kitabatake rounds earth to the southeast and blasts the Jade Rebellion home island with a tidal wave made by Neptune’s Trident!!

Ohama Kagetaka gets his SAT to force the action!  Kitabatake round earths to the southeast and blasts the Jade Rebellion home island with a tidal wave made by Neptune's Trident!!

The “Kita” (as I call her for short) is flagless from the recoil damage, but manages to steal a 1 from Taoyuan. Complicating matters is the arrival of the Portuguese!  They double-cross the Japanese, agreeing to help the Jades defeat them if it means André Pessoa can dock his Nossa Senhora (black ship/dark carrack) at the Jade HI for some wealth opportunities! The ship has a new ability, based on history: “This ship may dock at a Jade Rebellion home island or fort; each time she does, place a 2 coin from outside the game on this ship.” The Jades are befuddled but hastily agree, not knowing if they’ll have to take down the Tekkosen as well as Kita.

This shows everything else on the ocean. Now that the mechanics of the plan are in motion, a lot of things will start happening quickly.

Taoyuan and Qingyuan repair, while Taicang sinks the Kitabatake!

Taoyuan and Qingyuan repair, while Taicang sinks the Kitabatake!

The Flying King (now in Jade possession) swooped in ahead of Nagoya to grab the final coin from the southwest island. The Japanese saw that coin as more easily stolen than the one on Taicang, so they went after the sloop. Tekkosen’s firepot specialist set the former pirate vessel ablaze, with Nagoya touching the atakebune in anticipation of a transfer next round. In hindsight I realized Tekkosen didn’t have cargo space for the coin, but what resulted wouldn’t affect the final standings.

With the Japanese seemingly defeated without any need for Portuguese help, the Jades turn a quizzical eye towards the carracks. André Pessoa sheepishly explains that a new deal can be struck!  Ever the opportunist (and scared of the Jade firepower now surrounding his ships), he proposes that the Portuguese can trade their oarsmen for the Jade “silk” (in the form of 2-gold coins). With their crew reserves depleted from the fights against Japan and piracy, Hong Bao agrees to the trade. Helping matters is the fact that the Nossa Senhora’s new coins aren’t coming from the considerable pile of Jade gold. And thus, another interesting use of Merchant and diplomacy!

Only a few coins remain “available”….

Things got complicated. Taicang round earthed to board Tekkosen. The Japanese chose to take the Forged Papers (not the more powerful Neptune’s Figurehead) from Taicang, knowing it would force a hard choice on the part of the Jade Rebellion. Taicang’s new ability lets her trade one coin for two, meaning if Hong Bao wanted the Tekkosen’s 1-gold coin (the only one of the three worth hard value), he’d have to fork over the figurehead to the Japanese.  “and that’s the point…. You’ll have to choose”

Hong Bao did indeed use Taicang’s ability, shifting the target (by virtue of having the coin) from Tekkosen to Taicang and giving up Neptune’s Figurehead to the Japanese.

Even with Qingyuan now lurking nearby, the Japanese weren’t going to give up their chase for the little coin. Tekkosen and Nagoya both smashed into Taicang hard, setting the ship on fire.

However, the true vulture in this situation was the Pirates. They had been angsty for many rounds, and were itching for some action to exert their agency over the endgame. Edward England swooped in, using the Fancy’s cannons to blast the Nagoya with exploding shot. His buddy Olivier Levasseur fired from afar, ready to take the coin aboard if Fancy got into trouble.

With the big Jade ships off fighting the Japanese in the southwest, the Portuguese get greedy!  With no major ships to stop her, Nossa Senhora redocks at the Jade HI for an extra 2 coin!  The Portuguese were definitely feeling devious this day, using any angle they could to get an advantage. Milking the new abilities of Merchant and others for all they were worth!

After an absolutely incredible game, the Taicang is finally cooked. By this point both Ma Huan and her (Portuguese?) oarsman had been killed in action, leaving just Hong Bao and the helmsman. However, her initial treasure haul of around 30 gold would become the stuff of Ming legend.

The Jades get some measure of revenge as the carnage gets more severe: Qingyuan finally shoots well, going 4/5 to crush Tekkosen while stealing back Neptune’s Figurehead.

The Jades get some measure of revenge as the carnage gets more severe: Qingyuan finally shoots well, going 4/5 to crush Tekkosen while stealing back Neptune's Figurehead.

Tekkosen showed off Japanese tenacity, going after Fancy for the 1 coin. However, the Pirates played their secret UT – Runes of Defense! It kept Fancy healthy and the S-boost propelled her into La Louise, where Olivier Levasseur was waiting for just this kind of transfer.

Tekkosen showed off Japanese tenacity, going after Fancy for the 1 coin. However, the Pirates played their secret UT - Runes of Defense! It kept Fancy healthy and the S-boost propelled her into La Louise, where Olivier Levasseur was waiting for just this kind of transfer.

Indeed the Pirate plan went perfectly here at the very end, with La Louise receiving the coin from Edward England’s Fancy, fleeing into the nearby fog bank, then dropping it at home for +2 gold (3 total) with Levasseur’s bonus. The black ship (Nossa) also returned home safely, netting the Portuguese 4 gold from their mission to profit off the Ming silk trade.

Indeed the Pirate plan went perfectly here at the very end, with La Louise receiving the coin from Edward England's Fancy, fleeing into the nearby fog bank, then dropping it at home for +2 gold (3 total) with Levasseur's bonus. The black ship (Nossa) also returned home safely, netting the Portuguese 4 gold from their mission to profit off the Ming silk trade.

However, none of that crazy endgame stuff mattered in the final standings! (gold scores below this picture)

However, none of that crazy endgame stuff mattered in the final standings! (gold scores below this picture)

Final Scores

  1. Jade Rebellion: 56 gold
  2. Portuguese: 48
  3. Pirates: 42
  4. Japanese: 30

Some big scores to end a memorable game! It was great to use exclusively new ships and named crew. There were a few insights about Merchant that might lead to some tweaks, mostly to curb excessive trading between friendlies. In the end the gold distribution played a big role, but it was nice to see a lot of the ships and crew shine. Taicang was probably the MVS (Most Valuable Ship), with MVC (Most Valuable Crew) honors probably going to Olivier Levasseur (though Murayama Toan gave a lot of bonuses to the Japanese too). The merchants and atakebune were involved in a lot of interesting situations even if they didn’t directly impact the standings as much as they hoped to. Jan Joosten was looking for an opportunity to use Merchant from the Nagoya but it didn’t materialize.

Overall it was great to feel proud that I can play a game using fleets entirely of my own making, from my own creations I’ve brought into this world. It’s a different kind of feeling when you look around and can say “I did that”/”I made that” for every physical ship model. I love the crazy possibilities that some of these new abilities open up. The historical influence on some of these new/improved factions really makes for some interesting diplomacy and interactions!

New Keywords and Assembly Diagrams – Ben’s Pirates CSG Relaunch

New Keywords and Assembly Diagrams

My recent Pirates CSG Relaunch that went public in 2024 has featured many new ship types and sometimes keywords for those new types. This post consolidates all of them into one reference. I also have a video playlist where I build each new ship type. To print out a copy of all the new keywords associated with the game’s rebirth, use this file. The New Master Keyword List has all of the keywords, both old and new.

Directory:

  1. Red Seal Ship
  2. Atakebune
  3. Giant Turtle
  4. 3 Mast Frigate
  5. 2 Mast Historical Snow-Brig
  6. Bomb Vessel
  7. Hydra
  8. 7 Masted Junk
  9. Carrack
  10. Grand Xebec
  11. Caravel
  12. Dragonwing Cutter
  13. Trireme
  14. Sea Chariot
  15. 5 Mast Fluyt
  16. Crew and Equipment Keywords (Merchant, Archer, Grenades)

Red Seal Ship (no ship type keyword)

Red Seal Ship assembly diagram

Atakebune

A ship with this keyword printed on its deckplate card has removable flags that are treated exactly the same as masts on a normal ship (they can be replaced by fire masts).
This ship may be given move actions when it has no flags; its printed base move becomes S. When given a move action, this ship can rotate on her bow (the front of the ship) OR stern (the rear of the ship) in any direction as an additional, final movement segment (she cannot rotate on both bow and stern in the same move action). This ship cannot pin or be pinned.
This ship gets +1 to her boarding rolls for every crew assigned to her. If this ship wins a boarding party, she may steal one treasure from the enemy ship (winner’s choice), and eliminate one crew (loser’s choice).
This ship cannot be assigned treasure except for treasure taken via boarding party.
Crew assigned to this ship do not count towards the ship’s point limit.
If this ship has no crew, she cannot be given move actions.

Atakebune assembly diagram for Pirates CSG Atakebune assembly diagram for Pirates CSG

Giant Turtle (AlgothAybara)

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.

Giant Turtle assembly diagram for Pirates CSG Giant Turtle assembly diagram for Pirates CSG

3 Mast Frigate

This one builds similar to the original 3 Mast B, but with jib and gaff parts that slot into the foremast and mizzenmast (the slots are spaced differently so it’s obvious which goes with each). Recommend attaching the extra sails before inserting the masts into the deck (ideally the masts into deck will be the final phase of the build). Assembly instruction video

USS Alfred

2 Mast Historical Snow-Brig (2MB) (no ship type keyword)

2 Mast Brig assembly diagram for Pirates CSG

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.

No assembly diagram, but very similar to the 2MB model:

Erebus and Terror ships

Hydra (original model by PirateCaptainAndrew)

A hydra is a type of sea monster. The following abilities are specific to hydras and override the Sea Monster keyword: Measure a hydra’s movement from the middle head slot on its base. Hydras may move and shoot using the same move action. A hydra may be given repair actions at sea or at any island, including while it is submerged.

No diagram, but quite straightforward:

Pyrannus - custom Hydra

7 Masted Junk
Regular Junk keyword; build is very similar to the 6 masted junks but with an extra mast on the aftmost deck:

Taicang - first 7 masted junk for Pirates CSG

Carrack

The quarterdeck is the smallest deck and goes at the stern. I recommend “pre-slotting” (slightly widening) the hull slots before building the ship in full so the deck goes into them snugly.
Carrack ship type model design for Pirates CSG

Grand Xebec (Vindaga Games)

This ship’s masts do not block her lines of fire. This ship cannot pin or be pinned. This ship may be given move actions when she has no masts; her printed base move becomes S.
This ship’s rearmost mast requires two hits from the same shoot action to eliminate, and can shoot twice when this ship shoots. If this ship is hit once during a shoot action, her owner must eliminate one of the first 3 masts if able.

Grand Xebec assembly diagram for Pirates CSG

Caravel (Vindaga Games)

This ship’s masts do not block her lines of fire. This ship cannot be pinned. When given a move action, this ship can rotate on her stern (the rear of the ship) in any direction as an additional, final movement segment.

3 Mast Caravel assembly diagram for Pirates CSG 2 Mast Caravel assembly diagram for Pirates CSG

Dragonwing Cutter (Vindaga Games)

This ship gets +S to her base move if she has all of her masts. When given a move action, this ship can rotate on her stern (the rear of the ship) in any direction as an additional, final movement segment.

Dragonwing Cutter assembly diagram for Pirates CSG

Trireme (Vindaga Games)

A ship with this keyword cannot pin or be pinned, and cannot be assigned crew with the Helmsman ability. If this ship has a crew with the Oarsman ability, she gets +S to her base move; with no masts her printed base move becomes L (instead of S), and she can always ram enemy ships. When this ship rams an opposing ship, the roll automatically succeeds regardless of the number of masts.

I recommend inserting the mizzenmast into the quarterdeck before attaching the quarterdeck to the hull pieces via the open slide-in slots.

Argonaut - Atlantean trireme from Rise of Atlantis Part 2

Sea Chariot (Vindaga Games)

A Sea Chariot is treated like a ship with the following exceptions:
It can only move if towed by a Sea Monster. Any Sea Monster may tow a Sea Chariot when any part of its base touches any part of the Sea Chariot; you may move the Sea Chariot into a towed position as a free action. A Sea Monster may stop towing a Sea Chariot at any time, where it remains until towed again or sunk. Sea Chariots can submerge with the towing Sea Monster, but cannot shoot while submerged.
When towing a Sea Chariot, a Sea Monster on the surface may dock at islands, be given explore actions, and load treasure into the Sea Chariot’s cargo space. If the towing Sea Monster docks, the Sea Chariot may remain towed instead of docking it at the island.
Abilities of crew assigned to the Sea Chariot cannot be used by the towing Sea Monster, unless specifically stated otherwise.
If a Sea Monster towing a Sea Chariot wins a boarding party, you may assign any stolen treasure to the Sea Monster or the Sea Chariot; if a Unique Treasure is taken you must assign it to the Sea Chariot or eliminate it as normal.
A Sea Chariot has no masts. Instead it has a flag which can be eliminated only if the Sea Chariot is hit twice during a single shoot action; when it has no flag, any hit will sink it. If the flag has been eliminated, the Sea Chariot may be given a repair action (even if it’s at sea) to replace it.
A Sea Chariot’s cannons are measured from the d6 markings on its hull, not from the flag.

Oceanus - a Sea Chariot from Rise of Atlantis Part 2

5 Mast Fluyt (no ship type keyword) (Vulkan)

5 Mast Fluyt assembly diagram for Pirates CSG

Crew and Equipment Keywords

Merchant:
Once per turn if this crew or ship is within S of any ships, home islands, or forts, the controllers of each game piece may agree to trade any number of cargo between the game pieces as a free action (if applicable, up to their available cargo space). If the trade is between friendly game pieces, all friendly game pieces involved must unload at least one non-identical cargo; you cannot trade between friendly ships and your own home island.
Forum post with clarifications. Subject to change in the future.

Archer: This ship gains one 3S cannon that can shoot from any mast (even an eliminated mast), but eliminates crew instead of masts when it hits. If this ship carries cargo with “firepot” or “fire shot” in the name, you may assign it to this cannon instead of a regular cannon. When assigned to a ship of the same nationality, this crew is not subject to the No-Stacking Rule.

Grenades: If this ship has any crew, once during each of your turns you may choose an enemy ship touching this ship. Roll a d6; on a 5-6, the target’s controller replaces one mast with a fire mast and eliminates a crew; if the roll is a 1, eliminate a crew from this ship.

Firepot Specialist: (original ability, new as a keyword) Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. If a ship has a fire mast, before she is given an action roll a d6 for each fire mast on her. On a result of 5 or 6, remove the fire mast; on a 1 or 2, replace another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

 

Other keywords:

Hidden Gold (Xerecs): This ship has 2 extra cargo spaces that may only be assigned treasure.

Lighthouse (The9ofSpades)

Building lighthouses follows the conditions for building forts. Gold used to build the lighthouse is placed face-up next to the lighthouse and still counts towards a player’s total for victory conditions. A lighthouse cannot use its abilities on the same turn that it is built. The effects of Mysterious Islands (including Great Turtles) are ignored if a lighthouse is present on the island.

If the Lighthouse has its light, a friendly ship within L+L of the Lighthouse gets +S to its base move once per turn (a yellow L+L tool can be used to indicate the range of this effect, or a light yellow plastic can be placed under the lighthouse).

Two hits from the same shoot action are required to eliminate the lighthouse light; when it is eliminated, remove it and the lighthouse top (if applicable). Once a lighthouse loses its light, it loses the L+L effect but retains its other abilities. When a lighthouse has no light, one additional hit destroys the lighthouse and it is eliminated; the gold used to build the lighthouse remains on the island (face down).

Enemy ships may dock, load treasure, and drop off crew or equipment from islands with lighthouses built on them. Enemy ships cannot load crew or equipment from this island that belong to the lighthouse controller as long as the lighthouse has its light. If the lighthouse has cannons, their ranges are measured from any part of the lighthouse base.

If a friendly ship is docked at the island, it can give up its turn and conduct a repair action on the lighthouse. If an enemy ship is docked at the island and no ship friendly to the current lighthouse controller is within L+L of the lighthouse, that ship can give up its turn to simultaneously capture and repair the lighthouse.

If a lighthouse has cargo space available, shipwrights and musketeers can use their abilities inside a lighthouse.