Golden Age of Pirates™ is a turn-based naval strategy board game based on an intuitive new game system. The game features an original cast of characters and ships with unique strengths and weaknesses. Players are in command of a fleet of ships and assume the roles of their ships' captains by managing their crew as they battle for control of the seas.
Players must anticipate their opponent’s moves and prepare to attack and defend their own fleet accordingly in this completely new gameplay experience. Suitable for ages 10 and up.
Components
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Ship Chips™List Item 1
Command the fleet of the Northern Royal Navy (Blue) or the West Shore Pirates (Red). Each faction is comprised of five ships in one of 3 ship classes:
- Class 1: Fast moving, but weak offensively, these ships are best used for hit and run attacks
- Class 2: These ships have moderate mobility, and shields, and can fire twice at targets far away.
- Class 3: Heavily armored with three cannons, these ships can devastate opponents when close-up.
Players randomly pick 3 of their Ship Chips to make their fleet for the game.
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Battle Board
A hexagon grid. Blue and Red players place their Ship Chips on the board and can move in any direction on the grid. Both players have their own main base (HQ) and two island bases. Players can dock their ships at these bases to pick up more crew for their ships.
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Captain Cards™List Item 2
Players control their ships by playing a mini-game using each ship’s Captain card. Each card contains workstation icons that represent the attributes for the ship such as the number of hex spaces it can move per turn, the number of cannons that can be fired per turn, the amount of damage that can be repaired, and the number of crew who can jump off the deck onto an enemy ship to attempt to capture it.
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Crew Coins™List Item 3
Players assign Crew Coins at one of the four workstations on Captain Cards across their fleet. At the start of the game, there are not enough crew coins to fill all the workstations so players must choose which ships and which abilities they want to use.
At the start of each turn, players choose one ship to control. The STAND BY side of the coin indicates that the crew member is ready to perform the action at the assigned card workstation. To perform the action, the player turns over the coin to the REST side to indicate that that action cannot be used again until the next round when all coins are reset to STAND BY mode.
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Battle System
Each Captain Card has a table listing the ship's attack range, accuracy and damage stats. Once an opponent's ship is within range, the player rolls the die to determine if the shot was a hit, then removes the appropriate number of Crew Coins from the opponent's Shield repair workstation. When more damage is caused than there are crew coins to repair shields, the ship sinks and is removed from the game.
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Capturing Ships
This feature can turn the tide of any battle in a single move. Players place a Crew Coin on the On-Deck workstation. The player moves their ship next to the opponent's so the Crew Coin standing by on deck can jump aboard the enemy ship. If the opponent does not have a crew coin stationed on his/her own ship to defend, the player battles the opponent’s ship Captain. The players rolls their dice to determine the winner of the sword battle. If the attacking player rolls a higher number, the entire ship is captured and can be controlled by the player the next round.
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End Game
Sink or capture all of the opponent's ships to win! Players must always be mindful of offensive and defensive tactics while playing. Fortunes can be reversed in a single turn. No match is over while a player has even a single ship with crew to command.
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Contents
- 1 Battle Board™
- 10 Captain Cards™
- 10 Ship Chips™
- 72 Crew Coins™
- Game Rules booklet
