
Hawkmoon269 |
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This thread is to provide a place to point out things in Skull and Shackles that you think might be easily overlooked, whether it be something on the cards or something in the rules. To get us started:
Ships are not banes and they are not boons either. They are support cards. So things that add to checks against banes don't help you with ships.

Mechalibur |

The Rum Punch scenario can be fairly tricky, but you can ensure that you only fight the boss in one location by making use of the safehouse to evade her. Then you don't have to spread your allies out over multiple encounters. If you really don't trust your ability to make a charisma/diplomacy 13 check (which can be a serious issue if you're playing solo), keep in mind the Potion of Glibness is a basic card, which can be used to automatically defeat the boss.
Literally every ship in the base set has a wisdom/survival check to defeat. So it's useful to have at least one character with high wisdom, or the survival skill.
When a ship is wrecked, you don't lose plunder until the end of the turn. If anyone is at a location like the closed floating shipyard, they can bury a card to fix it before any plunder is lost. You can make use of this by keeping at least one character at that location, when another character is at one of the many locations that cause structural damage to a ship.

Mechalibur |

Remembered one more: The Harbor location makes you shuffle a card into a location deck when you close. It's a very easily missed rule, but if you encounter a loot card in a location deck, then you automatically acquire it, making it a somewhat safe card to select.
The villain Nefti Unwesha also does this, but that's before you get any loot cards, so it isn't really a consideration for that.

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Page 7, in the "Place Token Cards" section, somewhere most veteran players likely skipped over because who needs to know how to put down a card, right?
Each player chooses a location and puts her character's token card near it. Multiple characters can choose the same starting location. If your ship is anchored to a specific location, all characters start at the ship's location

pluvia33 |

Wow, yeah, I missed that rule, too. It sounds vaguely familiar like I may have heard it once before, but I must have forgotten it. It probably would be good if it was also reiterated in the ship section, but I think that opportunity has pretty much past since the new set is getting ready to come out. Typically forgetting that rule doesn't have too much of an impact on the game, but it can at times. I'll remember it from now on.
Good thread idea, Hawk!!

iMonkey |

One thing I missed: When your ship is anchored at a location, it says so on the back of the scenario card. Don't ask me how, but I never saw it until deck 3. I guess I assumed it would say so in a location power.
Also never knew about starting at the same location. So thanks for that :)
Also also: When a barrier summons a ship, you are immediately starting a new encounter, and are no longer encountering the barrier, i.e. the barrier's traits do not "transfer" onto the ship.