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The game itself:
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Pirates have attacked the port cities Norderkap, Trutzhavn and Olesand. Players must now bring their ships in motion and engage the population under arms. For this purpose they bring goods, act and draw pirate captains sent out of circulation. With every order of difficulty is increased. It is initially easy, the required goods for the port cities together, later it becomes clear laborious. This happens continually to encounter pirates. That is, even your ship must not be neglected. A good team and guns are absolutely needed in order to exist here as the winner.
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Playmaking:
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First one composes the four beautifully crafted vessels and brings the masts and the crow's nest on. There is also a matching color for each sailing / n game ends. This is hanged on the stage four of the mast. At the other standard amenities include: 4 cannons, crewmen, 1 trade letter, 5 gold and 10 VPs stones. One of the guns must be immediately placed on the ship.
Then the sea cards are shuffled and divided into three batches, each with seven pieces. Depending on a port card is on top. They find their place then before the same ports on the Victory Points table. Then you mix the pile again.
The remaining material consists of goods, gold, cubes and commercial letters. These are placed next to the board.
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The Ship:
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Two pirate captains found at the bow area. In the center there are six products, only twice have the same variety may be used. The rear is for the crow's nest and four crew members, which may be hired, provided. Depending on how and where to use them (for example, on the lookout, as boatswain, accountants, Gunner or treasurer) are thus certain actions and advantages connected.
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HOW TO PLAY:
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The following sequence of actions per train are allowed to do two pieces performed:
1. Gold
If the player has no gold, he receives a coin from the stock. Should he have a treasurer, it will be equal to two.
2. trade trip
The player chooses one of the three marine deck. He then reveals that many cards as his sailing shows.
3. Mix Cards
After each round of marine deck is mixed again and laid down again. One notices quickly where sea which cards lie. This can be a lot of tactical approach, because you do not look totally blind, where what is.
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The marine cards:
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a) commercial port
Substituting these marine map, you can buy or sell the goods shown at the appropriate price. They are plugged into the central regions of the vessel. Quantity two are allowed per commodity.
b) equipment harbor
The player can either buy a gun, a crew member or the next sailing stage.
c) Dealers
The player can buy or sell a commodity at the indicated price.
d) the port of destination
The player takes a new open order when it has the appropriate goods.
Is this job done, he places one of his VPs stones on the field.
e) Treasury
The use of this card, there are two gold.
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The Fog:
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The fog-sea map must be running. Is rolled with the white action die. The result can be positive. Then the player gets a gold coin from the stock. Did he but unlucky and rolls instead skulls, there is a pirate attack. If this happens, the player can avert the disaster to the payment of a gold coin. Or else he goes on the attack.
True to the motto: bull by the horns! If he decides to attack, so often rolled with the black cube as cannons on the ship are. Then also decides how useful such an attack. Happens to be a gunner on board, the hit count double.
A silver ball is considered a match and done a skull. If the player manages to eliminate all skulls, he emerges victorious from the confrontation with the pirates and must capture the captain of the pirates. Failure to the player that is the next in line.
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Full time:
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Who in the game the first 10 or 8 VPs stones which depends on the number of players - got rid of the winner.
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Conclusion:
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The game is in any group size from two to four players fun. One is always striving to be faster than the other players. That brings pace. Thus, it is never a dull moment for those who are not just on train. However, you do not play with each other directly or against each other. This everyone is very concerned with themselves and there is little interaction between the players, which can be boring after a while.
It's not a very tactical, but rather a happiness-heavy game that can also be played well with the family.