Currently playing 5-6A: BATTLE OF THE SAPPHIRE STRAIT on Roaring Dragon
RULES: SHIPS:
A ship is a support card. It is neither a bane nor a boon.
In some scenarios, a ship may be anchored at a specific location.
Commanding
If the ship is not anchored: you are commanding the ship on your turn.
If the ship is anchored: you also have to be at the ship’s location.
Any characters at the commander’s location are also on the ship.
If the commander moves or is moved, and the ship is not anchored or wrecked, any characters at the old location may also move to the new location.
Encountering
Only the commander can encounter another ship. (If a ship would be encountered by someone else, banish it instead.)
If the encountered ship is undefeated, it deals Structural damage instead of Combat damage.
Structural Damage
Structural damage is dealt to the ship, rather than to a character.
Any characters may discard any number of cards to prevent that much Structural damage.
If an intact ship takes any Structural damage, it becomes wrecked.
If a wrecked ship takes Structural damage, discard that many cards from the Blessing deck.
Repairing
At the start of the move step, the commander may attempt to repair a wrecked ship.
If successful, the ship is no longer wrecked.
Seizing
When you seize a ship, record the seized ship on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead. (This is different in SoTT than in S&S)
A seized ship replaces your current ship, which is banished. (The new ship keeps any plunder and anchoring of the old ship.)
Plunder
At the start of the scenario, stash a plunder.
If you defeat another ship, stash a plunder.
Wrecked ships cannot gain plunder.
At the end of the turn, banish 1 random plunder from a wrecked ship.
If you win the scenario, add the plunder to the acquired cards.
When Encountering
To Defeat:
Wisdom/Survival 5
OR
Perception 7
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
When Commanding (Wrecked)
To Repair:
Craft 6
If you fail to defeat a bane that has the Pirate trait, bury a card.
2) Shackles Pirate Ship
Spoiler:
Ship B
Class 0
When Encountering
To Defeat:
Dexterity/Disable 8
OR
Wisdom/Survival 6
If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding
If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.
When Commanding (Wrecked)
To Repair:
Craft 5
When your ship is dealt damage, add 1 to the amount of damage dealt.
3) Feathered Devil
Spoiler:
Ship 1
Class 1
When Encountering
To Defeat:
Charisma/Diplomacy 5
OR
Wisdom/Survival 7
You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.
When Commanding
When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
When Commanding (Wrecked)
To Repair:
Craft 4
When you would discard an ally for its power, bury it instead.
4) Man's Promise
Spoiler:
Ship 1
Class 1
When Encountering
To Defeat:
Wisdom/Survival 6
OR
Charisma/Diplomacy 8
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding
You may discard a card from the blessings deck to explore your location.
When Commanding (Wrecked)
To Repair:
Craft 6
Other characters may not move with this ship.
5) Truewind
Spoiler:
Ship B
Class 1
When Encountering
To Defeat:
Intelligence/Knowledge 8
OR
Wisdom/Survival 6
You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
When Commanding
You may discard a card from the blessings deck to recharge a random card from your discard pile.
When Commanding (Wrecked)
To Repair:
Craft 7
The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.
6) Sea Chanty
Spoiler:
Ship B
Class 3
When Encountering
To Defeat:
Wisdom/Survival 6
OR
Charisma/Diplomacy 8
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
When Commanding (Wrecked)
To Repair:
Craft 5
The difficulty of your check to acquire a boon is increased by 1.
7) Wormwood
Spoiler:
Ship B
Class 5
When Encountered
To Defeat:
Dexterity/Acrobatics 9
OR
Wisdom/Survival 7
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.
When Commanding (Wrecked)
To Repair:
Craft 8
At the start of your turn, banish this card and exchange it for the ship Merchantman.
8) Dominator
Spoiler:
Ship B
Class 6
When Encountering
To Defeat:
Wisdom/Survival 8
OR
Dexterity/Ranged 11
If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2.
This ship cannot be seized.
When Commanding
You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.
When Commanding (Wrecked)
To Repair:
Craft 7
Remove the Swashbuckling trait from all of your checks.
9) Goblin Weilding
Spoiler:
Goblin Weilding
Ship P
Class 0
Check to Defeat
Dexterity
Stealth
5
OR
Wisdom
Survival
4
When Encountered
Before you act, summon and encounter the henchman Riptide Grindylow.
When Commanding
Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.
Check to Repair
Strength
4
When Commanding (Wrecked)
When you encounter a card, all other characters at this same location move to a random closed location.
10) Mistmourn
Spoiler:
Mistmourn
Ship P
Class 5
Check to Defeat
Wisdom
Survival
9
OR
Dexterity
Acrobatics
11
When Encountered
If any character would discard any cards during the check to defeat the Mistmourn, bury those cards instead.
When Commanding
Reduce Structual damage dealt to this ship by 2.
You may discard a card from the blessings deck to evade a bane.
Check to Repair
Craft
7
When Commanding (Wrecked)
Whenever you banish cards, banish 1 additional card from your hand.
11) Magpie Princess
Spoiler:
Magpie Princess
Ship P
Class 6
Check to Defeat/i]
Dexterity/Acrobatics 10
OR
Wisdom Survival 8
[i]When Encountered
Before you act, each character at this location must bury a card.
When Commanding
Reduce Structural damage to this ship by 1d4; if you roll a 1, bury a card.
If you would fail a combat check by 2 or less, you may discard a card from the blessings deck to succeed.
Check to Repair
Craft 6
When Commanding Wrecked
At the start of your turn, roll 1d4; on a 1, bury a card.
12) Devil's Pallor
Spoiler:
Devil's Pallor
Ship 2
Class 2
Check to Defeat
Wisdom
Survival
7
OR
Constitution
Fortitude
9
When Encountered
If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
When Commanding
Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
13) Thresher
Spoiler:
Thresher
Ship 2
Class 2
Check to Defeat
Intelligence
Knowledge
9
OR
Wisdom
Survival
7
When Encountered
Before you act, bury a random card from your discard pile.
When Commanding
Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, summon and encounter the henchman Hammerhead Shark.
14) Deathknell
Spoiler:
Deathknell
Ship 2
Class 7
Check to Defeat
Divine
7
OR
Wisdom
Survival
9
When Encountered
You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check against a monster.
If your character would die, draw a number of cards from your discard pile equal to your hand size and bury all your other cards.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, succeed at a Wisdom or Divine 7 check or bury 1 card.
15) Dowager Queen
Spoiler:
Dowager Queen
Ship 3
Class 3
Check to Defeat
Wisdom
Survival
8
OR
Charisma
Diplomacy
10
When Encountered
You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.
Check to Repair
Craft
6
When Commanding (Wrecked)
The difficulty of your check to acquire an ally is increased by 2.
16) Kraken
Spoiler:
Kraken
Ship 3
Class 3
Check to Defeat
Strength
Melee
10
OR
Wisdom
Survival
8
When Encountered
On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
When Commanding
Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to add 1d12 to your Strength check.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.
17) Sanbalot
Spoiler:
Sanbalot
Ship 3
Class 3
Check to Defeat
Dexterity
Stealth
9
OR
Wisdom
Survival
7
When Encountered
Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
When Commanding
This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.
18) Blood Moon
Spoiler:
Blood Moon
Ship 4
Class 4
Check to Defeat
Wisdom
Survival
9
OR
Arcane
Divine
11
When Encountered
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat the Blood Moon is increased by 3.
When Commanding
Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to defeat a monster. If the discarded card was Blessing of the Gods, add 1d12+3 instead.
Check to Repair
Craft
7
When Commanding (Wrecked)
When you encounter a bane, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat that bane is increased by 3.
19) Come What May
Spoiler:
Come What May
Ship 4
Class 4
Check to Defeat
Wisdom
Survival
10
OR
Charisma
Diplomacy
11
When Encountered
You may recharge any number of cards that have the Aristocrat or Captain trait; for each such card recharged, add 3 to your check to defeat the Come What May.
When Commanding
Reduce Structural damage to this ship by 1.
At the end of your turn, you may discard a card from the blessings deck to examine your plunder cards, banish 1 plunder card, and stash 1 plunder card of the same type.
Check to Repair
Craft
8
When Commanding (Wrecked)
After you reset your hand, discard any cards that have the Aristocrat or Captain trait.
20) Wavecrest
Spoiler:
Wavecrest
Ship 4
Class 4
Check to Defeat
Wisdom
Survival
10
OR
Constitution
Fortitude
11
When Encountered
If your check to defeat the Wavecrest has the Swashbuckling trait, add 2 to it.
When Commanding
Reduce Structural damage to this ship by 1 for each character on the ship.
If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it.
Check to Repair
Craft
7
When Commanding (Wrecked)
At the start of your turn, succeed at a Constitution or Fortitude 8 check or bury 1 card.
21) Wanton Wastrel
Spoiler:
Wanton Wastrel
Ship 5
Class 5
Check to Defeat
Wisdom
Survival
10
OR
Charisma
Diplomacy
12
When Encountered
Before you act, roll 1d4; you may bury that number of cards to automatically defeat the Wanton Wastrel.
When Commanding
You may discard any number of cars from the blessings deck to reduce Structural damage dealt to your ship by that number.
Check to Repair
Craft
6
When Commanding (Wrecked)
When you bury any cards from your hand, bury 1 additional card.
22) Apparatus of the Octopus
Spoiler:
Apparatus of the Octopus
Ship 5
Class 5
Check to Defeat
Intelligence
Arcane
Craft
6
OR
Wisdom
Survival
12
When Encountered
Before you act, succeed at a Dexterity, Acrobatics, or Fortitude 9 check or discard a weapon, an armor, or an ally.
When Commanding
When you encounter a bane that has the Weather trait, you may recharge a card to evade it.
When a bane that has the Aquatic or Weather trait deals structural damage to your ship or Combat damage to you, reduce it by 2.
Check to Repair
Arcane
Craft
6
When Commanding (Wrecked)
When you discard cards for structural damage, they must be either spells or discarded at random.
23) Abrogail's Fury
Spoiler:
Ship 6
Class 6
Check to Defeat
Dexterity
Ranged
13
OR
Wisdom
Survival
11
When Encountered
Before you act, recharge 1d4 random cards from your hand.
When Commanding
Reduce Structural damage to this ship by 3.
You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship.
Check to Repair
Craft
8
When Commanding (Wrecked)
Reduce structural damage to this ship by 1.
Remove the Swashbuckling trait from all of your checks.
24) Filthy Lucre
Spoiler:
Filthy Lucre
Ship 6
Class 7
Check to Defeat
Wisdom
Perception
Survival
13
THEN
Survival
Charisma
Diplomacy
13
When Encountered
If any check to defeat has the Swashbuckling trait, add 2 to it.
When Commanding
Reduce structural damage to this ship by 3.
You may discard a card from the blessings deck to automatically succeed at your check to acquire a boon.
Check to Repair
Craft
9
When Commanding (Wrecked)
At the start of your turn, summon and encounter the henchman Wereshark Pirate.
Reduce Structural damage to this ship by 2.
Summoned Henchmen:
The Ancient Mariner
Spoiler:
Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, you may immediately attempt to close the location this henchman came from.
Buccaneer
Spoiler:
Henchman Monster B
Traits
Human
Pirate
⭐Veteran⭐
Check
Combat 8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Enemy Ship
Spoiler:
Henchman Barrier B
Traits
Skirmish
Aquatic
Check
None
Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Hammerhead Shark
Spoiler:
Henchman Monster B
Traits
Animal
Aquatic
⭐Veteran⭐
Check
Combat 9
Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
Hirgenzosk
Spoiler:
Henchman Monster B
Traits
Dragon
Aquatic
Check
Combat 30
Powers
If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
If Hirgenzosk would be defeated, he is undefeated.
Pirate Shade Haunt
Spoiler:
Henchman Monster B
Traits
Undead
Pirate
Check
None
Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
Riptide Grindylow
Spoiler:
Henchman Monster B
Traits
Aberration
Goblin
Aquatic
Check
Combat 11
Powers
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Ruffian
Spoiler:
Henchman Monster B
Traits
Human
Pirate
⭐Veteran⭐
Check
Combat 7
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Scurvy Zombie
Spoiler:
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits. Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie. If defeated, you may immediately attempt to close the location this henchman came from.
Sea Devil
Spoiler:
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2. If defeated, you may immediately attempt to close the location this henchman came from.
Shipwreck
Spoiler:
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.