BUCCANEERS







INTRODUCTION
Board & card game for 2 players.
Boarding Action between two Pirate ships. 
Abstract skirmish level combat.
Each figure represents a single man (unit). 

VICTORY
You win if you kill the opposing Captain.

THE MAP
Use an 8x8 chessboard.

THE MEN
Use chits or miniatures to represent men.
There are 5 types of men:
Captains, First Mates, Bullyboys, Sailors, and Sharpshots.


UNIT STAT TABLE
#	Type: 		Hits	Rank
1	Captain        	3	Officer
2	Officer		2	Officer
4	Bullyboy       	2	Crew
8	Sailor		1	Crew		
1	Sharpshot	1	Crew
# = Number of that type of man you start the game with.
Hits = Number of Hits that type of unit has.

SETUP
Each player places one unit on each square of his back two rows.
Units may not stack. 

THE CARDS
Players share a common deck. 

TURN SEQUENCE
Players take turns. 
Each turn has 3 phases:
1. Luck Phase
2. Move Phase
3. Fight Phase

LUCK PHASE
Draw 3 cards. 
Max hand size = 5 cards.
If the deck runs out, shuffle the discard and draw from it.
Discard excess cards.

MOVE PHASE
Play (discard) a Move card to move one of your men.
The move card has a number. 
This is the number of spaces the man moves.
Moves can be diagonal or orthogonal. 
“Knight” type move cards allow a man to move like a knight in chess.
Instead of moving just one man in any direction, you have the 
option of moving one or more men forward the indicated number of 
spaces using a single move card.

FIGHT PHASE
Play (discard) an Attack card to have a man attack.
The attack card has a number. 
This is the range of the attack.
Attacks can be diagonal or orthogonal. 
“Knight” type attack cards produce an attack with a range like a knight in chess.
Captains may make 2 attacks per turn (using two different cards)
Only the Sharpshot may use the Musket card. 
Officers may only use Officer Attack cards.
Crew may only use Crew Attack cards.
Each attack does one point of damage.
Use Chits or coins to record damage.
A man reduced to 0 Hits is killed and removed from the board.
Your opponent may play Defense cards to negate your attack.


CARD LIST NOTATION
M = Movement
A = Attack
D = Defense
X = Special card
C = Crew
O = Officer
S = Sharpshot
E = Either Crew or Officer
K = as a Knight would move in Chess
Type = Purpose of card
User = What type of units may use the card
# = Number of that card in the Deck

CARD LIST
Card Name:		Range	Type	User	#	Notes 
Duck			-	D	E	1	Negate attack
Jump			-	D	E	1	Negate attack
Parry 			-	D	E	1	Negate non-gun attack
Climb Rigging		-	D	E	1	Negate attack
Run Away		-	D	E	1	Negate attack
Hide			-	D	E	1	Negate attack
Knife			1	A	C	1	
Cutthroat		1	A	C	1
Backstab       		1	A	C	1	
Hook			1	A	E	1
Cutlass			1	A	E	2
Rapier			1	A	O	1
Thrown Overboard       	1	A	E	2
Bludgeoned		1	A	C	1
Lunge			2	A	E	1
Axe			2	A	C	1
Oar			2	A	C	1
Gaff			2	A	C	1
Boarding Pike		2	A	C	1
Ramrod			2	A	C	1
Thrown Knife		3	A	C	1
Musketoon		3	A	C	1
Flintlock Pistol       	K	A	O	2
Brace of Pistols       	3	A	O	2
Blunderbuss		4	A	C	1
Musket			5	A	S	1
Swivel Gun		6	A	C	1
Peg Leg			1	M	E	4
Sea Legs		2	M	E	4
Rush In			3	M	E	4
Swing on Rope		4	M	E	4
Mad Dash		5	M	E	4
Swashbuckling		-	X	-	2	Discard to draw 3 cards







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