
elcoderdude |

The Skull & Shackles rulebook is available online here.
As I understand it, the ships belong to the party as a whole, so I would think they do not pertain to character playmats.

Flat the Impaler |

The rulebook has been available for some time.
There will be an actual fleet card in S&S that on which you mark off your party's ship rewards; this sheet replaces that. For example, when you gain a "Class 1" ship, you mark off one of those ships and you have it available from that point on.
And yes, it belongs to the party, not any particular character.

Hawkmoon269 |

Seizing a ship does not allow you to tick it off on the fleet sheet.
That is pretty much an exact quote from the rules.
Seizing a ship does not allow you to check it off on your fleet card.
So you can use a seized ship for the rest of that scenario. But that is it. You can't keep it for the next scenario. Like jones314 said, you are basically taking it for a joyride and abandoning it.

![]() |

This is actually a much more important rule than it may seem. It's possible for you to seize a ship that may be required by a later scenario, and if you're using it as "your ship," you're going to have a problem.
For example, you add all of the ships from Adventure Deck 1 to the box when you begin that adventure, which means it's possible that something could* allow you to seize the ship Man's Promise in Press Ganged!, the first scenario of that adventure. But it very clearly can't be your ship in the next scenario, Cat & Mouse, which has you encountering the Man's Promise all over the place. But when you complete that scenario, you get a Class 1 ship feat, so *then* you can take the Man's Promise as your ship...
*In practice, Press Ganged! doesn't actually allow you any opportunities to seize ships, but there will be other situations like this illustration later. Let's just say there's more than one reason that there are some ships higher than Class 0 in the Base Set...