Keywords

nA keyword represents an ability a card has. If a card has a keyword, it appears in bold on the front of the card. When playing that card, follow the rules of that keyword in addition to any other ability text the card might have.

Keywords
These are the current keywords used in Pirates CSG.

Ability Possession: At the beginning of each of your turns, choose any ability possessed by any ship or crew in play; this character has that ability. You may make a different choice each turn.

Action Split: Instead of giving this ship an action this turn, you can give another ship in your fleet two actions.

Affiliate: Crew of any nationality can use their abilities on this ship.

All Powerful: Once per turn, roll a d6. On a 1-4, you may give this ship an extra action; on a 5, you may give any ship you control an extra action; on a 6, you may give an enemy ship an action.

America Allies: This ship gets +1 to her cannon rolls against any non-American ships.

America Haters: This ship gets +1 to her cannon rolls against American ships.

American Affiliate: American crew can use their abilities on this ship.

Americans DO Win: American ships get +1 to their cannon rolls against this ship.

Armor Fortifications: The first time this fort is shot at each turn, roll a d6. The result is the number of times this fort must be hit that turn before any of its cannons can be eliminated.

Barbary Affiliate: Barbary Corsair crew can use their abilities on this ship.

Barbary Allies: This ship gets +1 to her cannon rolls against any non-Barbary Corsair ships.

Barbary Haters: This ship gets +1 to her cannon rolls against Barbary Corsair ships.

Best Crew: If this ship carries no crew, she gets +2 cargo capacity.

Big Guns: When this ship shoots an enemy ship, for every 6, the controller eliminates an extra mast. For every 1, eliminate a mast from this ship.

Black Mark: This crew can start the game as if it belongs to the Cursed nation instead of its nation. If it does, place it face up on the ship to which it is assigned; that ship is considered to fly the Cursed flag instead of the flag of her nation. If placed face up in this way, this crew’s point cost is increased by 1.

Boarders Gif Card: This ship gets +1 to her boarding rolls.

Boarders Gif Card v2.0: This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster.

Boarders Gif Card v3.0: This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a submarine.

Boarding Sea Monsters: This ship gets +1 to her boarding rolls against sea monsters.

Bombardier: This ship has a special bombardier cannon that is not associated with a mast and can't be eliminated or targeted by effects. Before the game begins, announce whether the bombardier cannon will be an artillery cannon or a flamestrike cannon; this choice can't be changed once the game begins. Use the range/rank die printed on the artillery cannon piece for both the artillery cannon and the flamestrike cannon. Equipment abilities can't affect shots made by a bombardier cannon. The artillery cannon has the Extended Range keyword. The flame portion of the flamestrike cannon physically measures S, so you can use it to measure range to enemy ships. When a flamestrike cannon hits, replace one of the target's masts with a fire mast. If the cannon roll for either version of the bombardier cannon is a 1, the cannon jams, and can't be used again until the ship is given a repair action to fix the cannon.

Bonded Crew: This ship's crew can't be eliminated unless she sinks.

Bonded Crew v2.0: This crew cannot leave this ship unless it is captured or eliminated.

Boomshot Specialist: When this ship is given a shoot action, one of her cannons can shoot an exploding shot. Declare which cannon will shoot the exploding shot before rolling a d6. If it hits, the target's controller replaces one mast with a fire mast and eliminates a crew.

Born Leader: Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship can be given the same action twice.

Breath Attack: You may give this sea monster a shoot action to make one 3L breath attack against a target ship (it may make no other attacks). If it hits, the target’s controller replaces one of her masts with a fire mast.

Broadsides Attack: When this ship is given a shoot action, you can choose to reduce each of her cannons to S range and shoot at only one target. Roll a d6; the result must be higher than each cannon's rank. If it is, all cannons hit, and the ship also gets one extra hit. No other abilities apply to this action.

Broadsides Schooner: This ship may use the keyword Broadsides Attack even though her masts overlap.

Burglary: Once per turn, if this ship is touching another ship, she can randomly take as much treasure from the other ship as she can carry.

Cabin Boy's Wish: This crew takes up no cargo space when revealed. When revealed, put a crew with point cost 2 or less from outside of the game onto this ship.

Cancellation Proclamation: Once per turn, one crew or ship within S of this ship cannot use its ability that turn.

Cannibalistic Tendencies: If this ship succeeds at a boarding party, she can eliminate all of the other ship's crew.

Cannon Control: Once per turn give any ship in your fleet +1 to all of her cannon rolls.

Cannoneer: Once per turn, one of this ship's cannons can shoot again if it misses.

Captain: This ship may move and shoot using the same move action.

Captain Guns: When this ship hits an enemy ship on a 6, the controller eliminates an extra mast. On a 1, eliminate a mast from this ship.

Captain Key Largo: If this ship has a Captain crew, she gets +L to her base move.

Captain Key Shooter: If this ship has a Captain crew, she gets +1 to her cannon rolls.

Captain Speedy: If this ship has a crew with the Captain keyword, she gets +L to her base move.

Capture the Crew: If this ship wins a boarding party, she may capture the crew with the highest point cost instead of eliminating it. The captured crew becomes cargo worth its point cost in gold when unloaded at your home island.

Cargo Anchor: This ship's base move becomes S when she reaches her cargo limit.

Cargo Apprentice: This ship gets +1 cargo spaces. This crew takes up no cargo space.

Cargo Eliminator: When this ship hits an enemy ship, you may also eliminate one cargo from that ship.

Cargo Master: All friendly ships of the same nationality as this crew get +1 cargo spaces. This crew takes up no cargo space.

Cargo Speed: When this ship carries no cargo, she gets +S to her base move.

Cargo Speed v2.0: When this ship carries no cargo, she gets +L to her base move.

Catamaran: A ship with this keyword has a second, smaller hull. Each time this ship is hit, roll a d6. On a 5 or 6, this ship is not hit instead. The first time this ship is successfully hit, eliminate her second hull. Without her second hull, hits eliminate this ship's masts normally. This ship can't be rammed, and can't be pinned or boarded if she has her second hull.

Celestine's Charter: When this ship is given a move action, roll a d6 before moving her. On a result of a 5 or 6, place a trade current. On a 1 or 2, eliminate a friendly trade current. On a 3 or 4, this ship gets +S to her base move that action.

Chainshot Specialist: Once per turn when this ship is given a shoot action, one of her cannons may shoot a chainshot at a target within S of her. You must declare which cannon will shoot the chainshot before rolling the d6. If the chainshot hits, do not eliminate a mast; instead, the target cannot move on her next turn.

Chieftain: A crew with this keyword adds five Native Canoes of the Chieftan's nationality to your starting fleet, it must be assigned to a ship at the beginning of the game. After placing your ships at your home island, chose a wild island and place all Native Canoes in your fleet so that their bows touch that island. You can't choose the same wild island as an opposing player.

While this crew is assigned to a friendly ship, once during your turn you can give an action to each Native Canoe in your fleet.You must give each Native Canoe of the same nation the same action. If this crew is eliminated, roll a d5. On a result of 1 or 2, eliminate one Native Canoe from your fleet. On a 3 or 4, eliminate two. On a 5 or 6, eliminate three. If this crew is ever not assigned to a friendly ship, you can only give one Native Canoe of that nationality an action each turn.

Compound Interest: Each time this ship unloads gold at your home island, one treasure coin is worth +1 gold.

Confounding Interest: Each treasure this ship unloads at your home island is worth +1 gold.

Crew Eliminator: Once per turn, you can eliminate one of this ship's crew to give her an extra action.

Crew Killers: Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.

Crew Lock: At the beginning of each turn roll a d6. On a result of 5 or 6, no crew abilities can be used that turn.

Cursed Affiliate: Cursed crew can use their abilities on this ship.

Cursed Allies: This ship gets +1 to her cannon rolls against any non-Cursed ships.

Cursed Boarders: This ship gets +1 to her boarding rolls against the Cursed.

Cursed Haters: This ship gets +1 to her cannon rolls against Cursed ships.

Davy Jones' Locker: Each time any crew would be eliminated, roll a d6. On a 6, put that crew on this ship instead; it is linked to Davy Jones. If a kraken is in your fleet, Davy Jones can declare a ship a target of the kraken (see ability for kraken).

Dereliction: You own any derelict this ship explores; both ships become docked at your home island.

Dirty Americans: This ship gets +1 to her cannon rolls and boarding rolls against American ships.

Dirty Barbarians: This ship gets +1 to her cannon rolls and boarding rolls against Barbary Corsair ships.

Dirty English: This ship gets +1 to her cannon rolls and boarding rolls against English ships.

Distance Board: As part of a move action, this ship can initiate a boarding party against a ship within S of her, without having to ram. The boarded ship can't use any boarding bonuses.

Dock-ter Is In: This ship cannot be shot at while docked.

Doctor Coconut: If this sea monster succeeds at a boarding party, you may choose two crew, two treasure, or one crew and one treasure, instead of only one crew or treasure.

Dories: When assigned her linked crew, this ship may unload cargo at your home island if she's within S of it.

Double Action All the Way: Once at the beginning of each of your turns roll a d6. On a result of 6, any ship in your fleet may be given two actions that turn.

Double Catamaran: A ship with this keyword has two smaller hulls. Each time this ship is hit, roll a d6. On a 5 or 6, this ship is not hit instead. When this ship is successfully hit, eliminate a smaller hull instead of a mast. When both of this ship's smaller hulls are eliminated, hits eliminate her masts normally. This ship can't be rammed, and can't be pinned or boarded if she has a smaller hull.

Double Rainbow: You can only have two cards with this keyword in your fleet.

Doubled Range: You can double the range of this ship's cannons each turn, but you must roll a 6 to hit.

Dread Not: This ship's cannons cannot be eliminated (masts still can be). If derelict, she cannot shoot.

Eliminator: This ship gets +1 to her cannon rolls against targets without all their masts.

Emperor's Commander: This crew can only use its abilities aboard the Baochuan. Once at the beginning of each of your turns, roll a d6. On a 6, any ship in your fleet can be given two actions that turn. Once per turn, if this ship is within S of an island, you may mark the island as explored without docking at it. The island becomes unexplored in regards to all other players.

England Allies: This ship gets +1 to her cannon rolls against any non-English ships.

England Haters: This ship gets +1 to her cannon rolls against English ships.

English Affiliate: English crew can use their abilities on this ship.

English DO Win: English ships get +1 to their cannon rolls against this ship.

Enlist: Place this crew face up during setup. You may build your fleet using 5 more points than the build total.

Eternal: When this ship is sunk, do not remove her from the game. Instead, place her docked with no masts at your home island; she keeps all crew aboard her, but any treasure she carries is divided as evenly as possible. If the total gold can't be divided evenly, the player who sank the ship gets the greater amount. You may repair the sunk ship as normal at your home island.

Ex-patriot: This crew can be assigned to any ship. Any ship to which this crew is assigned gains the Mercenary keyword, marking her a member of the Mercenary nation. If this crew is assigned to its linked ship, when the ship rolls for effect at a mysterious island, add 1 to the die roll result.

Expert Cannoneer: Once per turn when this ship is given a shoot action, choose a cannon and roll a d6 twice. Choose the result you want to use for the shot.

Explorer: This ship can dock and explore a wild island using the same move action.

Explore THIS: Once per turn, if this ship is within S of an island, you may mark the island as explored without docking at it. The island becomes unexplored in regards to all other players.

Extended Range: Printed cannon ranges are doubled.

Extra Action: Once per turn, roll a d6. On a 5 or 6, this ship can be given an extra action.

Extra Speed: If this ship isn't assigned a Helmsman crew, roll a d6 after she resolved a move action. On a 4-6, this ship can move L.

Eye of the Tiger: If this ship wins a ram roll against a sea monster or titan, remove two segments instead of one.

Face Down: When a face-up crew on this ship besides this crew would be eliminated, turn it face down instead.

Fantastic Voyager: 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.

Fear: For each target enemy ship within S of this ship at the beginning of this ship's turn, roll a d6. On a 5, none of the target's ship or crew abilities can be used this turn. On a 6, the target's base speed is S on her next turn.

Filch: Once per turn as part of a move action, this ship can randomly take one treasure from any ship up to S away from her.

Filching Gold: Once per turn, this ship may randomly take one treasure from any ship she touches.

Fillerup: If this ship wins a boarding party, she may take as much treasure from the other ship as she wants, up to her available cargo space.

Filthy Beasts: The first successful shot each turn against a sea monster, titan, octopus, kraken, or sea dragon removes two segements instead of one.

Firepot Specialist: 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 ship's controller replaces one of her masts with a fire mast. At the beginning of every turn, roll a d6 for each fire mast. On a 6 remove the fire mast; on a 1-3 the ship's controller replaces 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 at a fort, remove all fire masts as a free action.

Flotilla: A game piece with this keyword is a floating gun platform; treat it like a ship, with the following exceptions. Flotillas can only be given shoot and repair actions (they can repair at sea). A flotilla has a base move of T, which means it can be moved only by being towed by one of your ships of the same nationality of the flotilla. When a ship tows a flotilla, any of the ship's or ship's crew abilities that affect her base move are ignored. As a free action, a ship towing a flotilla can stop towing the flotilla, which remains in place until towed again or sunk. A flotilla has no masts. Instead it has a flag, which can be eliminated only if the flotilla is hit twice on the same turn from the same shoot action. When a flotilla has no flag, any hit sinks it. A flotilla can be given shoot actions even if it has no flag; it shoots from the dice printed on its base. A flotilla can't be rammed or boarded.

Fort-ensics: This ship gets +1 to her cannon rolls against forts within S of her.

Forts Worth: Forts cannot shoot at this ship.

France Allies: This ship gets +1 to her cannon rolls against any non-French ships.

France Haters: This ship gets +1 to her cannon rolls against French ships.

French Affiliate: French crew can use their abilities on this ship.

Friends: If this ship shoots at a ship that was previously shot at by another ship this turn, she gets +1 to her cannon rolls against that ship this turn.

Galley: A ship with this keyword can’t pin or be pinned. If this ship rams, she can’t eliminate a mast from the rammed ship. As a free action, this ship can rotate on her stern in any direction after she completes a move action. If derelict, this ship gains a base move of S.

Ghostly Fort: Place your eliminated crew on this fort. They gain the Ghost Ship keyword.

Ghost Ship: Decide if the ship is ghostly at the beginning of each of your turns. If ghostly, the ship gains the following abilities: She ignores islands and other ships when moving; she cannot end a move with any part of her physically overlapping an island or another ship; she cannot be rammed or pinned; and she cannot dock.

Gold Fort: If a ship docks at this fort and unloads at least 4 gold, it may be given a second action that turn.

God's Speed: This ship gets +L to her base move if she has all of her masts.

Grapeshot Specialist: When this ship is given a shoot action, one of her cannons can shoot a grape shot. Declare which cannon will shoot the grape shot before rolling a d6. If it hits, eliminate a crew instead of a mast.

Grappleshot Specialist: When this ship is given a shoot action, one of her cannons can shoot a grapple shot. Declare which cannon will shoot the grapple shot before rolling the d6. If it hits, do not eliminate a mast; instead this ship can initiate a boarding party against the target.

Guns and Closest: This ship gets +1 to her cannon rolls for every friendly ship within S of her.

Headhunter's Domain: This crew can only use its abilities aboard the Guichuan. Once at the beginning of each of your turns, roll a d6. On a 6, any ship or sea monster in your fleet may be given two actions that turn. If this ship wins a boarding party, she may either take as much treasure from the other ship as she wants, up to her available cargo space, or eliminate all of the other ship's crew.

Heavy Fortation Tonight: This fort has one 2L-range cannon. When placing this fort, indicate this cannon by placing two flags side by side.

Helmsman: This ship gets +S to her base move.

Helperman: Friendly ships within S of this ship get +1 to their cannon rolls.

Hoard: If this ship wins a boarding party, she may take as much treasure from the other ship as she can carry.

Hoarding Gold: If this ship wins a boarding party, she may take as much treasure from the other ship as she can carry.

Hoist: A ship with this keyword has a movable "hoist" near her bow that allows her to load treasure from, and transfer it between, islands and friendly ships. if at the end of this ship's move action, her hoist can touch a wild island you previously explored, she can immediately load treasure form it as a free action. Further, once per turn as a free action this ship can explore any island, friendly ship, or derelict that she can touch with her hoist. When this ship is given an explore action, she can transfer cargo to and from any islands and friendly ships that her hoist can touch.

Hostile: X: If a ship with this keyword is in your fleet, whatever is Indicated by the X can't be in your fleet.

I Can Haz Treasure: Once per turn as a free action, you can transfer one treasure from a friendly ship within S of this ship to this ship.

Icebreaker: This ship ignores terrain, except icebergs, when she is given a move action (islands are not terrain). This ship can ram an iceberg as if ramming an enemy ship. If she does, remove the iceberg from the game; this ship is not pinned.

Immortal: If this crew is eliminated, place it on your home island.

Intermediary: If this sea monster is within S of both a wild island and a friendly ship, she can place one treasure from that wild island on that ship as a free action.

Invincible Looney: This ship ignores the first hit she takes each turn as long as she has all of her masts.

Invisible Crew: Crew assigned to this ship don't take up cargo space; this ship can be assigned a maximum of three crew.

Iron Sides: Two hits from the same shoot action are required to eliminate one of this ship's masts.

I Wana Live In America: This ship gets +1 to her cannon rolls against any non-American ship or fort.

I Want You: Place this crew face up during setup. Reduce the cost of all other crew placed on this ship by 1.

Jade Allies: This ship gets +1 to her cannon rolls against any non-Jade Rebellion ships.

Jade Haters: This ship gets +1 to her cannon rolls against Jade Rebellion ships.

Jade Raiders: When touching a Jade Rebellion ship, this ship may load as much of that ship’s treasure as she can carry.

Jaded Affiliate: Jade Rebellion crew can use their abilities on this ship.

Jonah's Hex: Always place this crew face up; it can't be eliminated unless its ship sinks. Crew placed on this ship cost no points, but they still take up cargo space. When this ship is hit, roll a d6. On a reult of 5 or 6, move the crew on this ship with the highest point cost to a wild island chosen by the player to your left.

Joysides Attack: This ship's cannons have a range of 6L and they can shoot only when she has treasure aboard. When this ship successfully hits a target ship, instead of losing a mast, the target's crew are identified as good boys and girls. Place one of this ship's treasure tokens aboard the target if the target has available cargo capacity. Until the target unloads this treasure, she may be given only move actions to dock at the nearest island. When the traget docks, roll one d6. The target must spend that number of turns there in joyous revelry.

Junk: This ship's masts do not block her line of fire.

Just Passing Through: This ship ignores terrain when she is given a move action (islands are not terrain).

Kraken: To play a game piece with this keyword, use all the rules for ships, except as noted in this section. A kraken consists of a base and eight tentacles that act like masts in the game for purposes of shooting; a kraken with no tentacles is eliminated. Krakens can’t be pinned, boarded, rammed, or given repair actions, nor can they board ships, load treasure, tow a ship, or be assigned crew. Measure a kraken’s movement from anywhere on its base. On your turn, if your kraken’s base is within S of an opponent’s ship, you can immediately place the kraken’s base beneath the ship so that its tentacles are surrounding her. If more than one ship is within S, the kraken can surround only one of them. A kraken can’t be shot at unless it surrounds a ship—and then only the surrounded ship can shoot at the kraken. The surrounded ship can’t be given a move action until the kraken is eliminated or moves away. If a kraken surrounds a ship, it can be given a shoot action to shoot at the surrounded ship (only). A kraken can’t both surround and shoot at a ship on the same turn, and it can’t surround a docked ship or another kraken. If you have Captain Davy Jones in your fleet, you can declare an enemy ship a target of a kraken in your fleet; this uses Davy Jones’ ship’s action for the turn. That kraken can move toward and shoot at only that ship, and it gains +S to its base move while the target is declared. You can change the target or remove the declared ship as a target by using an action.

Leech Life: When this ship sinks another ship, you may repair one of this ship's masts.

Lengthy Cannonfire: All of this ship's cannons have L range.

Lesser Icebreaker: This ship ignores terrain, except icebergs, when she is given a move action (islands are not terrain).

Lian King: If any crew with a point cost of 5 or more would be eliminated, eliminate Lian instead.

Like a D6: Once per game, you may roll a d6. To one of your non-derelict ships, repair a number of masts equal to the number on the die.

Limit: You can only have one card with this keyword in your fleet.

Limited Cargo: This ship may never load the last treasure from an island.

Linkless Dories: This ship may unload cargo at your home island if she's within S of it.

Linx: Choose one (insert nation) crew during setup; this crew is linked to that crew.

Lite-o-Bake: This ship sinks when her last mast is eliminated.

Long-Range Protection: L-Range cannons cannot hit this ship.

Longship: When you give this ship a shoot action, roll two dice and count each die as a separate attack (this ship has two cannons on each mast). This ship cannot pin or be pinned. If this ship rams, she gets +1 to her boarding roll. As a free action, this ship can rotate on her stern (the rear of the ship) in any direction after she completes a move action. If derelict, this ship gains a base move of S.

Loyal: X: If a ship with this keyword is in your fleet, whatever is indicated by the X must be in your fleet.

Lurking Below: If this sea monster is within S of a friendly ship when this sea monster is given a move action, it gets +S to its base move.

Magic Shot: Other ships do not block this ship's line of fire.

Marine: A crew with this keyword can be dropped off on any island, except on an opponent’s home island. Whether on a ship or an island, it can be given its own shoot action each turn, just like a ship; it has a 2S gun. Opposing players can target this crew with shoot actions only if it is on an island, but it must be hit twice in the same turn in order to be eliminated—a single hit has no effect. Unlike other abilities, the Marine ability does stack. For example, if two crew with Marine are assigned to the same ship, they can both use it on the same turn.

Marine Glorps America: This crew gets +1 to its gun rolls against American ships, forts, and crew.

Marine Glorps Barbary: This crew gets +1 to its gun rolls against Barbary Corsair ships and crew.

Marine Glorps England: This crew gets +1 to its gun rolls against English ships, forts, and crew.

Marine Glorps France: This crew gets +1 to its gun rolls against Spanish ships, forts, and crew.

Marine Glorps Pirate: This crew gets +1 to its gun rolls against Pirate ships, forts, and crew.

Marine Glorps Spain: This crew gets +1 to its gun rolls against Spanish ships, forts, and crew.

Master of Die Main: Once each time this ship is given an action, you can roll 2d6 any time you would roll a d6. Choose the result you want to use.

Master of Die Secondary: Once each time this ship is given an action, you can add 1 to any die result you obtain that turn. You must use the second result.

Mercenary: This ship can’t dock at any home island, and she begins the game S away from your home island. In all other ways, she behaves as a ship in your fleet.

Mercenary Allies: This ship gets +1 to her cannon rolls against any non-Mercenary ships.

Mercenary Boarders: This ship gets +1 to her boarding rolls against Mercenary ships.

Mercenary Haters: This ship gets +1 to her cannon rolls against Mercenary ships.

Musketeer: This ship gains one 3S cannon that cannot have its range or cannon roll increased. It can shoot from any mast, even an eliminated mast.

Native Canoe: In order for a ship with this keyword to be in your fleet when the game begins, you must also have a crew that has the Chieftain keyword (of the same nationality) assigned to a ship in your fleet when the game begins. If that Chieftain is eliminated during the game, only one friendly Native Canoe of that nationality in your fleet can be given and action each turn. A Native Canoe can't be given an explore action on your first turn. Native Canoes can't be assigned crew and can't ram, be rammed, pin, be pinned, board, or be boarded. Native Canoes can't tow and can't have their cargo capacity increased. When a Native Canoe is hit, it sinks.

Navigator: When this ship is given a move action, instead of moving her you may roll a d6. On a result of 3-6, put a trade current within S of any friendly ship.

Needles and Pins: On the turn this ship is pinned, eliminate one crew and one mast from the rammed ship.

Neutral: This ship gets +1 to her cannon rolls against any ship.

Notafana This Ability: This ship cannot shoot when she carries treasure.

Numbership: Before the game begins, you may roll a d6 for this ship. If you do, the result becomes the new cannon rank for every mast on this ship, and the ranges alternate long and short, starting from the front mast and working backwards.

Oarsman: If derelict, this ship gains a base move of S, but can't ram other ships. A crew with this keyword takes up no cargo space.

Oarsman 2.0: If derelict, this ship gains a base move of S.

Octopus: On your turn, if your octopus’ base is within S of an opponent’s ship, you can immediately place the octopus' base beneath the ship so that its tentacles are surrounding her. If more than one ship is within S, the octopus can surround only one of them. An octopus can’t be shot at unless it surrounds a ship—and then only the surrounded ship can shoot at the octopus. The surrounded ship can’t be given a move action until the octopus is eliminated or moves away. If an octopus surrounds a ship, it can be given a shoot action to shoot at the surrounded ship (only). An octopus can’t both surround and shoot at a ship on the same turn, and it can’t surround a docked ship or another octopus.

Ones Aren't Fun: Eliminate one of this ship's masts when she rolls a 1 on any cannon roll.

Ones of Fun: Whenever a ship within S of this ship rolls a d6, treat it as a 1.

Ophidian: An opponent may initiate a boarding party against this sea monster. If the opponent wins the boarding party, it may load one of the sea monster's segments. The segment does not take up any cargo space and may be unloaded at the player's home island for +2 gold.

Overseas Trades: Once per turn, if this ship carries treasure and is within S of an enemy ship, you can randomly trade one treasure with that ship.

Parley: If a ship is given a shoot action to shoot at a target ship with this keyword, before any dice are rolled, the target's player can parley for safe passage. In order to parley, the target must be carrying treasure or the ship's player must have treasure on their home island. The attacking player recieves one treasure coin at random from the target or her player's home island, chosen by the target's player. The treasure coin is placed on the attacking player's home island, and the target can't be shot at the remainder of the turn.

Parley Lock: Once at the beginning of each of your turns, roll a d6. On a result of 6, no abilities except Parley can be used until the beginning of your next turn.

Pin Protection: This ship can't be pinned.

Pins and Needles: On the turn this ship is pinned, eliminate one crew from the enemy ship.

Pirate Affiliate: Pirate crew can use their abilities on this ship.

Pirate Allies: This ship gets +1 to her cannon rolls against any non-Pirate ships.

Pirate Haters: This ship gets +1 to her cannon rolls against Pirate ships.

Pirate Raiders: When touching a Pirate ship, this ship can load as much of that ship's treasure as she can carry.

Pirates DO Win: Pirate ships get +1 to their cannon rolls against this ship.

Portal Fog Bank: If this ship ends her turn in a fog bank, on her next turn she can use her move action to move out of any other fog bank in play.

Possession Power: If an enemy ship is within S of this ship, you can use this ship’s action for the turn to try to possess a target crew on that ship. Roll a d6; on a 6, the target is immediately assigned to this ship. Its nationality changes to match the nationality of this ship.

Powerful Boarder: If this ship succeeds at a boarding party, choose two of the following: eliminate a crew, take a treasure, or eliminate a mast.

Precision Instrument: When this ship hits another ship, you choose which mast is eliminated.

Professor: After this ship resolves a shoot action, she can move as a free action. If combined with a Captain, this ship can move and shoot or shoot and move, but not both on the same turn.

Protection-6: Masts on this ship can't be eliminated by shots unless the cannon roll is a 6.

Raiders 2: Once per turn, this ship may randomly take two treasure from any ship she touches.

Ram Protection: Ramming cannot eliminate this ship's mast.

Ransom: If a crew with this keyword is transferred to an enemy ship, it becomes treasure worth 5 gold to the capturer. If eliminated by an opposing player, it becomes treasure worth 1 gold to that player and appears on that player’s home island as a free action.

Remote Control Freak: Give this ship a move action but do not move her. Instead, roll a d6. On a result of 5 or 6, move an enemy ship L in any direction.

Requires a Captain: If this ship has a Captain crew, she gets +1 to her cannon rolls and +S to her base move.

Reroller: Once per turn, you can reroll any die roll you make for this ship; you must use the second die roll result.

Revealer: Once per turn, if this ship is touching another ship, reveal all treasure aboard the other ship. This ship can take as much unique treasure from the other ship as she can carry, even those that otherwise can't be removed.

River Sticks: If two or more Cursed native canoes hit the same ship on the same turn, also eliminate one crew from that ship.

Schooner: As a free action, a ship with this keyword can rotate on her stern in any direction after she completes a move action. She can not use this ability if she has just rammed another ship.

Scorpion: A ship with this keyword has a movable "blade" that can slash your enemies. After a scorpion has completed a move action or shoot action, if you can move her blade so that it touches a target opposing ship, the target is immediately attached as a free action (using the rank of the blade). If the attack hits, eliminate a mast from the target (no ability can prevent this). The target is pinned and can be boarded, but this ship is not pinned. The blade attack functions even if this ship is derelict. If a scorpion rams a target, she can't also use her blade that turn.

Scuttlebutt: This ship cannot sink, but she can be scuttled.

Sea Dragon: A game piece with this keyword is made up of segments that act as masts in the game. These segments come in different forms, such as wings, coils, and so on. A sea dragon can’t be given repair actions. A sea dragon has unlimited movement and can move anywhere on the play area. It ignores all terrain and islands while moving. A sea dragon can be given two types of shoot actions: a normal shoot action and a swoop attack. A normal shoot action follows all normal shoot action rules. A swoop attack allows the sea dragon to attack a target within L+L of the sea dragon’s base. Roll a d6; the swoop attack hits on a result of 4 or higher, and deals 2 damage if it hits. After the swoop attack resolves, place the sea dragon as close as possible to its target without touching the target. If given a shoot action on its turn, a sea dragon can make only one attack: either a normal shoot action or a swoop attack. A sea dragon can’t be rammed, pinned, or boarded. It can’t ram, pin, or board. A sea dragon can’t be assigned crew or load treasure. A sea dragon is eliminated immediately if it has no segments.

Sea Monster: A game piece with this keyword is made up of segments that act as masts in the game. These segments come in many different forms, such as tentacles, coils, heads, tails, and so on. A sea monster can only be given move and shoot actions. A sea monster's movement is measured from anywhere on its base. Similarly, a sea monster begins the game with any part of their base touching the island. Before each turn, a sea monster's controller decides if it is submerged or surfaced. If submerged, a sea monster can only move—not shoot or be shot at. If surfaced, it acts like a ship with the following modifications. A sea monster pins a ship if it rams any part of the ship; it can’t be pinned. After winning a boarding party, a sea monster can choose to eliminate crew or take treasure. If it chooses to take a unique treasure, eliminate that treasure. A sea monster can’t tow. A sea monster can’t be assigned crew. A sea monster is eliminated immediately if it has no segments.

Sea Monster Boarder: This ship gets +1 to her boarding rolls. She gets +1 to her cannon rolls against sea monsters.

Sea Monster Booster: If a sea monster begins its move within L of this ship, it gets +L to its base move.

Sea Monster Go Board: If this sea monster succeeds at a boarding party, it also eliminates a mast.

Sea Monster Movement: Give this sea monster a move action, but do not move her. Move any other sea monster instead.

Secret Hold: Enemy ships can't take or transfer treasure from this ship.

Shablam: This ship eliminates two masts with one hit.

Shipwright: This ship may repair at sea or at any island.

Shoot-n-Move: After this ship resolves a shoot action, she can move as a free action.

Short Range Protection: This ship cannot be shot at by ships within S of her.

Silver Explorer: This ship may dock and explore a wild island using the same move action. Any treasure coin printed with a silver number that this ship unloads at your home island is worth +1 gold.

Slaves Built the Pyramids: When this ship is given an explore action, you can swap a treasure on the wild island for a crew on any friendly ship.

Sleigh's Ride: This ship cannot be shot at, and she cannot sink. She begins the game fully loaded with treasure from her controller's collection. Her base move becomes 6L when she has no available cargo capacity.

Smokepot Specialist: Once per turn when this ship is given a shoot action, you may declare that one of her cannons is shooting a smokepot instead of a cannon; you do not need to target a ship. Simply place the center of a fog bank within S of this ship; it may not touch an island or any ship docked at an island. Remove the fog bank at the beginning of your next turn.

Spain Allies: This ship gets +1 to her cannon rolls against any non-Spanish ships.

Spain Haters: This ship gets +1 to her cannon rolls against Spanish ships.

Spain-ish Flag: This ship gets +1 to her cannon rolls against any non-Spanish ship or fort.

Spanish Affiliate: Spanish crew can use their abilities on this ship.

Spanish DO Win: Spanish ships get +1 to their cannon rolls against this ship.

Speedy Cargo: Once per turn, this ship can move S after unloading cargo.

Speedy Treasure: Once per turn, this ship may move S after loading treasure.

Spirited Away: This crew takes up no cargo space.

Stinkpot Specialist: Once per turn when this ship is given a shoot action, one of her cannons may shoot a stinkpot at a target within S. You must declare which cannon will shoot the stinkpot before rolling the d6. If the stinkpot hits, do not eliminate a mast; instead, the target's crew cannot use their abilities next turn.

Submarine: A game piece with this keyword is a ship with a hull composed of a number of hull pieces that act as masts in the game. Submarines can’t pin or be pinned, or tow or be towed. A submarine can either move on the surface or dive underwater and become submerged. Before each of his or her turns, a submarine’s player decides whether or not she is submerged. If a submarine is submerged, lift off her hull so that only her base and circular "spine" are showing. A submerged submarine can only move—not shoot, be shot at, or be rammed. She can ram another ship, but regardless of success, the submarine must be moved away from the target ship in any direction as a free action after the ram attempt. If a submarine is surfaced, replace her hull (minus any removed hull pieces). A submarine on the surface uses all the rules for ships, with the following modifications. She can be rammed (and boarded), but she is not damaged when rammed. Each time she is hit, remove one of her hull pieces. When she has no more hull pieces, she is derelict.

Sub Board In It: If submerged, this ship can ram another ship (then move away) and then initiate a boarding party against that ship.

Sub Hunter: This ship can shoot at submerged ships within S of her.

Sub Speed: When submerged, this ship gets +L to her base move.

Super Merrow: If any crew on this ship with point cost 4 or less would be eliminated, eliminate Merrow instead.

Super Snooper: Once per turn, this ship can look at one face-down cargo on any ship.

Switchblade: A ship with this keyword has two "blades" that can be moved so that they extend from the front sides of the ship. If after this ship completes a move action or shoot action, or during a move action, any part of either blade touches any enemy ships, all those enemy ships are considered to be rammed and can be boarded. If the ramming occurs by blade only, this ship is not pinned. The order that rams and boarding parties are resolved is determined by the player whose turn it is. Extending or retracting the blades is a free action that can take place at any time when this ship is given a move action or shoot action.

Target Control: When this ship hits another ship, you choose which mast is eliminated.

Teehee: When you give this sea monster a shoot action, you can choose to make only one cannon roll. If you do and the shot hits, eliminate two masts from the target and then place the ship next to this sea monster; this sea monster can immediately initiate a boarding party, but neither is considered to be rammed.

Terrain or not Terrain: This ship ignores terrain.

The Fast: This ship gets +S to her base move if she has all of her masts.

The Rescuers: Whenever any crew is eliminated, roll a d6; on a result of 6, assign the crew to this ship. Its nationality changes to match the nationality of this ship and it becomes linked to this crew.

Title Wave: If any crew on this ship with a point cost of 5 or more would be eliminated, eliminate Tidal Fiends instead.

Titan: A game piece with this keyword is made up of segments that act as masts in the game. These segments come in different forms, such as claws, legs, and so on. Titans can’t be given repair actions. A titan’s movement may be measured from any part of its body; it can’t change its facing during the move. Titans can move across islands and end their moves on islands (except enemy home islands); they can be shot at while docked at any island. A titan can be assigned crew and load treasure like a ship. A titan pins a ship if it rams any part of the ship; it can’t be pinned. A titan can tow. A titan is eliminated immediately if it has no segments.

Torpedo Expert: A game piece with this keyword is equipped with five torpedoes. Once per turn, when this ship is given a shoot action, you can announce that you are using torpedoes. Roll a d6; on a 6, remove 2 masts from the target; on a 4-5, remove one mast from the target; on a 2-3, remove one mast from your attacking torpedo unit; on a 1, remove your attacking torpedo unit from the game.

Treasure Bonus: One of this ship's treasures is worth +1 gold when she docks at your home island.

Treasure Bonus 2: One of this ship's treasures is worth +2 gold when she docks at your home island.

Treasure Inspector: Once per turn, this ship may look at any one face-down treasure on any ship or island.

Treasure Musketeer: When this ship is docked at your home island, you can eliminate one treasure. It becomes a 3S cannon that can be eliminated only when this ship sinks.

Treasure Nabber: This ship can dock at an enemy home island and load one treasure. If able, she must leave on your next turn.

Treasure Searcher: A ship docked at this fort may use its action for the turn to look at one face-down trasure on each island.

Treasure Ship: This ship must begin the game with its special crew aboard. Crew do not take up cargo space on this ship, though their combined point cost still may not exceed this ship's point cost. Once per turn, this ship may move S after loading or unloading cargo.

Treasure Trader: After looking at treasure on a wild island, you can trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.

Turbine: A ship with this keyword is not derelict if all her masts are eliminated. If she has no masts, she is still sunk if hit.

Turtle Ship: When this ship is hit, remove one of her turtle shell panels. When no panels remain, remove masts as normal. This ship can’t be boarded if she has turtle shell panels. If derelict, this ship gains a base move of S.

Twoshot Specialist: When this ship is given a shoot action, one of her cannons can shoot a double shot. Declare which cannon will shoot the double shot before rolling the d6. If it hits, the cannon can shoot again.

Unholy Light: After this ship moves, she can look at all treasure on all islands and ships within L of her.

Unique Treasure Nabber: Once per turn, if this ship is touching another ship, reveal all face-down treasure aboard the other ship. This ship can take as much unique treasure from the other ship as she can carry.

Viking Allies: This ship gets +1 to her cannon rolls against any non-Viking ships.

Viking Haters: This ship gets +1 to her cannon rolls against Viking ships.

Walk in the Park: If any crew with a point cost of 4 or less would be eliminated, eliminate Park instead.

What a Steal: This ship may dock at an enemy home island and take as much treasure as she can carry. If able, she must leave on your next turn.

Whirlpooling Dervish: At the beginning of each of your turns, roll a d6. On a 4-6, instead of giving this ship an action, choose two whirlpools from outside the game. Put one L away from this ship and one L away from a wild island. Neither can be placed so that it touches any island or ship. This ship does not have to roll for island when she uses a whirlpool.

Whitebeard's Law: This ship may move and shoot using the same move action. Once per turn this ship's controller may choose another ship and bellow "HO-HO-HO!". Any crew on the target falls asleep, and so the target loses her next turn.

Whitebeard's Raiders: This ship's controller must, at the beginning of each turn and if his ship has available cargo capacity, load one treasure from his or her collection onto this ship. In games played on December 24, this ship gains unlimited base move and cargo capacity.

Windcatcher: A ship with this keyword can have her movement measured from either her bow or her stern. If measured from the stern, turn the ship as a free action so that she faces the correct direction for movement.

You Are Fort-ified: This fort gets +1 to its cannon rolls when a ship is docked at it.