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Sequence of Play
Start by reading the Chapter card out loud (or, for the
rst chapter, the card with the Book Cover.) is card
contains the title of the chapter and, beginning with the
second chapter, on the back of the card is a summary of
what has happened so far.
Immediately aerwards, the start player reads aloud the
rst Story card (card 10 for Chapter 1), and then shues
the indicated Play Cards into the Play deck. e
icon on the right always tells you which cards
and how many must be shued in. (It is best
to add the new cards into the deck at dierent
points and then shue them thoroughly.)
en, turn the Story card over and place it in your play
area to reveal your rst Mission. (Once you have read
the story, you must always turn the card over. is icon
serves as a reminder.)
10
Chapter 1
Aer you’ve fought o an
Ares Pirates attack in the
middle of the night, your
father appears looking com-
pletely distraught. “Your
mother has been kidnapped
by a group of the occult Ares
Pirates. You immediately
assure your elderly father,
that you’ll personally pur-
sue the Ares pirates in order
to free your mother.”
Ares Pirates now have a
6th Ship color and carry
items. See Rules p. 17
for details.
8080
1212
Gain +
99
Tuck card 9 under the
le side of this card as
victory conditions.
10
++
22
++
11
--
22
Ares Pirates
1111
If you are playing cooperatively, take card number 9.
is summarizes the victory conditions based on the
number of players (indicated by the number of hats)
on the le- and right-hand sides of the front and back
of the card. Use the edge corresponding to your num-
ber of players and tuck Card 9 under the le side of the
rst Mission of the chapter so that you have the rel-
evant information to the le
of the Mission card. (Details
on the victory conditions can
be found in the section Game
End on page 18.)
Victory Conditions for the Cooperative Game
9
Cooperative Victory
2626
7
1212
4
You win if:
- All tasks have been fullled by at least 1 player.
- Altogether, you have placed at least the required
number of Markers .
- Altogether, you have gained at least the required
number of Inuence Points .
1 2 3 4
4 5 6 7
12 20 24 26
10
++
22
++
11
--
22
Ares Pirates
1111
Missions
You may always complete Missions whenever it is
your turn to act as an active or inactive player. Each
player is allowed to complete each Mission only once.
In order to complete a Mission, you must
return the indicated number of items
to the discard pile if there is a minus in
front of the number on the card (Ares
Pirates, Coins, Books of Ritual, etc.)
otherwise simply have the items in your
personal display (Professions, Cut-
lasses, etc.).
If you complete a Mission, place 1 marker
from your Character card in the square box
below the window on the right of the Mission.
You must always take the lemost marker from your
Character card; the rst is the one on the door. Once
you complete your rst Mission, your Character’s spe-
cial ability is enabled
a
(see the appendix on page 19).
Completing your second Mission reveals the trophy
b
, which is of critical importance for victory in the com-
petitive game (see page 18). Completing the third and
fourth Missions will gain you 1 and 3 crowns respec-
tively (
c
,
d
). (See below for
details on Crowns). Once placed,
your markers cannot be taken
back. is means no one can com-
plete more than 4 Missions.
If you are the rst to complete a Mission,
you will sometimes receive a small reward
in the form of 1 or 2 Coins (
e
) (and in
one case, 1 Crown). In addition, you can
gain 1, 2, or 3 Crowns (
f
) for some Mis-
sions as shown in the area below the ships deck.
All other players completing this Mission only receive
the last reward: the Crowns displayed below the
wooden board.
Crown Cards
When you gain or return Crowns, move your marker
on the Crown card to reect the change. e track
starts at the bottom le (at the foot of the throne).
When you gain Crowns, advance your marker to the
next adjacent spaces accordingly. In order to return
Crowns, you must have at least as many Crowns as
you wish to return. Move your marker backwards
down the Crown track by the number returned.
Crowns provide a new alternative for gaining Inu-
ence points (up to a total of 6). During the game, you
always add the number of Inuence points from the
last shield whose (corresponding) space you have
reached or surpassed to your total Inuence points.
is means that as soon as your marker reaches the
rst shields space, you add 1 Inuence point to your
total score. Once your marker reaches the shield space
with 2 Inuence points, add 2 points to your total
score instead, and so on. If you return Crowns, your
Inuence points may also be reduced.
10
Chapter 1
Aer youve fought o an
Ares Pirates attack in the
middle of the night, your
father appears looking com-
pletely distraught.Your
mother has been kidnapped
by a group of the occult Ares
Pirates. You immediately
assure your elderly father,
that youll personally pur-
sue the Ares pirates in order
to free your mother.
Ares Pirates now have a
6th Ship color and carry
items. See Rules p. 17
for details.
8080
1212
Gain +
99
Tuck card 9 under the
le side of this card as
victory conditions.
14
++
22
--
11
Ares Pirate
--
77
88
6161
1212
20
++
11
++
11
--
66--
11
2121 2222
e
f
DonDon
FerdinandoFerdinando
++
11
a
bcd
20
++
11
++
11
--
66--
11
2121 2222
21
++
22
11
Lookout
2323
2424
20?20?
16


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