## Setup 1. Shuffle the island deck and place an island face up in each island space. 2. Set each island's production and consumption trackers to thriving and healthy respectively. 3. Place two locals on every island. 3. The player who most recently bought or sold something takes the first player marker. Starting from the first player and proceeding clockwise, each player picks a ship and places it at an island of their choice. 4. Each player adds 3 gold to their supply. 5. Fill every island's production slots with the corresponding resource. ## Playing the game Each round, run through the following phases in order: 1. Drafting phase 2. Sailing phase 3. Trading phase 4. Upkeep phase At the end of each round, if any player has 15VP or more the game ends. The player with the most VP wins, with gold breaking ties. ## Drafting phase Starting from the first player and proceeding clockwise, each player selects a captain from the draft pool. You may not select the same captain as another player. ## Sailing phase Starting from the first player and moving clockwise a player may take each of the following actions in any order - Move to an adjacent island - Take the action dictated by their captain, if available - Select a first mate and take the action dictated, if available. The first mate may be any role that is not your captain. - Move crew between your ship and the island you are docked at any amount of times. ## Trading phase Once every player has performed any necessary actions, players may trade starting from the first player and proceeding clockwise. During this phase players may also recruit crew. ### Trading During trading, players may buy or sell goods from the island they are docked at. To buy an item, you must trade gold equivalent to the island's production value and take the good from the island onto your ship. To sell, take a good from your ship and place it onto an island's "Consumes" slot, gaining gold equal to the island's consumption value. You may only sell goods that an island has empty "Consumes" slots for. When you sell a good, gain one influence on the corresponding influence track. ### Recruit Spend 3 gold to convert a local into a member of your crew. ## Upkeep phase 1. For each island do the following: 1. If all goods are sold, move production towards underproduction. 2. If no goods are sold, move production towards overproduction. 3. If all needs have been met, move towards luxurious. 4. If no needs have been met, move towards starving. - If already on starving, enter overhaul. 5. Increase or decrease populations based on the island's current state. 2. Players gain 1VP for each island they control. 3. The first player moves clockwise. ## Capacity You can hold at most 4 goods and 3 crew on your ship. ## Outrage When acting as the Pillager you provoke outrage from the island you steal from. Place one of your outrage markers on that island to mark this. You can no longer trade on this island. ## Control An island is controlled by a player if their crew is the largest group on an island or that player has a stronghold on the island. > Locals are considered a group for the purposes of control. If another player has control of an island, you must pay them a tariff when trading at that island. For each good bought or sold you must pay one gold to the player who controls the island, if you cannot do this you cannot engage in the trade. > Tariffs are paid at the end of trading, so you can use money gained by selling to pay them. ## Stronghold An island with a stronghold on it is considered controlled by the player who owns it. An island with a stronghold on it cannot be controlled by another player. Having a stronghold on an island is worth 3VP. ## Privateer The privateer is a piece that can be placed at any island. Any island with a privateer placed on it cannot be traded with. ## Overhaul Replace this island card with the top island card from the deck and reset the value of all goods to 3. Remove any strongholds but retain outrage. ## Influence When you sell a good, you gain one influence on that good's influence track. If you would gain influence and you are at the end of the track, move every other player's trackers back one. If you are the first to reach the end of the influence track, you **dominate** that resource. If another player has already dominated that resource, you must force them to leave the end of the track (by gaining influence while at the end of the track) in order to steal the domination off of them. Dominating a resource nets you 3VP. ## Production and consumption trackers ### Production - Overproduction: Buying goods costs 2 gold. - Thriving: Buying goods costs 3 gold. - Underproduction: Buying goods costs 4 gold. ### Consumption - Luxurious: Selling goods earns 2 gold. Gains +2 local population during upkeep phase. - Healthy: Selling goods earns 3 gold. Gains +1 local population during upkeep phase. - Hungry: Selling goods earns 4 gold. - Starving: Selling goods earns 6 gold. All populations lose a member during upkeep phase.