0% found this document useful (0 votes)
25 views17 pages

Pirate_Hexes

Uploaded by

mkwheatley
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
0% found this document useful (0 votes)
25 views17 pages

Pirate_Hexes

Uploaded by

mkwheatley
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
Download as pdf or txt
You are on page 1/ 17

Pirate Hexes

simple fast-paced rules for naval combat


using miniatures on a hex mat

By Chris Pagano
Pirate Hexes
Version 1.1 © 2023 Chris Pagano
This document may be printed for personal use only.
Electronic versions may not be transferred, exchanged, or re-sold.

Introductory Notes:
The objective of this game is to capture enemy ships, islands, and treasure. Ships were valuable, and this
game assumes that ships would be captured instead of sunk.
Each ship begins the game with 1-5 masts. Masts are lost as ships take damage. For example, after a ship
with 5 “original masts” takes damage twice it will have 3 “intact masts.”
The term “masts” includes everything that helps a ship to move and fight: rigging, hull, crew, guns, etc.
A ship reduced to 0 intact masts is dead in the water. It may not move, pivot, fire, or resist being boarded,
though treasure may still be transferred on or off it. The enemy may tow it away, repair it, and use it
against its former owner. Ships never actually sink (except by whirlpools and monsters).
While there were many different types of ships with many different names, this game uses two categories;
“galleons” and “schooners.” The only difference between them is that schooners can move directly into
the wind while galleons cannot. Any ship with 5 original masts must be a galleon, while ships with
only 1 original mast are schooners. Ships with 2-4 original masts can be either galleons or schooners
(though schooners cost more points to purchase).
It is recommended, but not required, that the grain of the hex mat run sideways relative to the sides that the
two opposing forces set up on. That way the wind direction at the start of the game will be sideways
relative to the players’ set up areas.
Figure 1 illustrates the recommended hex grain and initial wind direction (left to right or right to left). This
diagram is not to scale, the mat should have many more hexes. The author uses a 4 x 6 foot mat with 4
inch hexes, which is used for 2 to 6 player games. The smallest practical mat size for 2 players is
around 10 x 10 hexes.
The last page of these rules is a quick-reference sheet that can be copied for players to refer to during play.
All die rolls in this game use a single six-sided die.
I hope you enjoy this game. Keep in mind that these rules are meant to be simple and are not intended to
be realistic, though they do reward the use of intelligent strategy and tactics.
If you have any questions or comments, please feel free to contact the author at [email protected]

Figure 1:

2
Each Turn has 5 Phases:
(1) Both sides simultaneously roll a die for initiative. If the roll is a tie then rotate the wind direction one
hex side clockwise for an even-numbered tie or counter-clockwise for an odd tie, and then repeat the
initiative roll until one side rolls higher. The wind may shift more than once during the same turn.
(2) The side with the higher initiative moves each of its ships once.
(3) The side with the lower initiative moves each of its ships twice. (Any treasure ship is then moved.)
(4) The side with the higher initiative moves each of its ships a second time. (Any whirlpools and monsters
are then moved.)
(5) In addition to having moved, each ship may now do one of the following; (A) fire OR (B) board an
enemy ship OR (C) take an island OR (D) repair a mast. These actions are done in that order, A-D.
All firing is resolved before ships are boarded or islands captured, and then repairs are made. In
addition to one of these actions, ships may also (E) transfer treasure at the end of the phase.

Movement:
Ships are always positioned in a hex to point towards one of the hex’s sides, not one of its corners.
Every ship may move twice each turn. During each of its two moves a ship may stay as it is and not move
or do ONE of the following:
● Pivot (rotate) to any orientation within its current hex. A ship may rotate as far as it wants.
● Move straight ahead one hex without pivoting (see Figure 2). Only schooners may do this if the wind is
coming from straight ahead (see Figure 3).

Figure 2: Figure 3:

● If the wind is coming from a rear angle (not directly to the rear), then a ship may move diagonally one
hex in the direction of the wind without pivoting (see Figure 4).

Figure 4:

Ships may not move off the edge of the playing mat.
Ships may not move into a hex occupied by a reef, a whirlpool, or a monster.
There cannot be more than 7 intact masts in the same hex. For example, there can be a ship with 5 intact
masts and one with 2, plus other ships with no intact masts. The number of original masts does not
matter. Ships may move into a hex while other ships are moved out of that hex during the same phase.

3
Combat:
The side with initiative fires first, but no damage is applied until all firing is done for both sides.
For each side, ships may be fired one at a time in any order, with fire for one ship being resolved before
deciding where to fire the next ship, etc.
Ships with 2-5 original masts have one broadside of guns on either side of the ship. Thus, they may fire
twice, once to either side. They may not fire to the front or rear.
A ship with 2-5 original masts that has been reduced to only 1 intact mast may still fire two broadsides.
Each broadside may fire at one ship that is in the same hex as the firing ship (regardless of where in the
hex it is), a ship in the two hexes on the side of the ship adjacent to the broadside, or a ship in the three
hexes two hexes away from that side (see Figure 5).
Both broadsides may fire at ships in the firing ship’s own hex, but they may not both fire at the same
target.

Figure 5:

Ships with only a single original mast have only one broadside. They can only fire once.
They may fire into their own hex or into any adjacent hex regardless of direction (see Figure 6).

Figure 6: Figure 7:

No firing from a ship to a target that is two hexes away by firing straight through an intervening hex that
has a ship in it with 3 or more original masts. Fire is also blocked by fog and monsters. In Figure 7, if
the obstacle “O” is a ship with 3 or more original masts, fog, or a monster, then the hex marked with
the “X” cannot be fired into. The blank hexes may be fired into.
When firing, count how many intact masts the firing ship has. If firing at a target two hexes away, then
subtract one from the number of masts (see Figure 5). Roll a die and if the roll is equal to or less than
the number of intact masts being fired, then eliminate one mast from the enemy ship.
Ships do not go below 0 masts. They may continue to be fired upon (to keep them from repairing masts,
for example), but the excess damage has no additional effect.
One suggested way to mark damaged masts is to place small circular hair ties on them. When a ship loses a
mast put a hair tie ring on the playing mat next to the ship. That ship may still use that mast when it

4
fires during the current turn. After all firing is completed for both sides then move all damage rings
onto the ships’ masts. Remember, no damage is applied until after all ships have fired.
Damage is applied before ships are boarded or islands taken, so a ship just reduced to 0 intact masts cannot
board a ship or take an island.

Multiple Ships in the Same Hex:


For simplicity, do not worry about how multiple ships are arranged within a single hex. Make sure each is
pointed in its correct direction, but it does not matter which ship is on which side of each other.
A target is not blocked by other ships in the same hex as it. So long as a ship can fire into a hex (that is, its
fire is not blocked by an island, fog, or a large ship in an intervening hex), it may fire at any ship in that
hex no matter how it is arranged with other ships in the hex.
A ship may fire either of its broadsides at a target that is in the same hex as itself, regardless of which side
of the firing ship the target is on. It may do this even if it seems to fire a broadside in the wrong
direction. (While this may seem illogical, it greatly simplifies the game. Trying to fiddle with the exact
placement of ships within a hex was found to be too complicated.)
In the Figure 8, both black ships may fire at the white ship, even if the ship pointing down has 3 or more
original masts.
The white ship in Figure 8 may fire one broadside at each of the black ships. The white ship fires its right
broadside at the ship in its own hex and its left broadside at the ship in the other hex.

Figure 8:

Boarding:
During phase 5 a ship with at least one intact mast after all firing is completed may board and capture a
ship with no intact masts.
The two ships must be in the same hex.
The two ships may be of any sizes. A ship with 1 original mast may board a ship with 5 original masts.
The ship doing the boarding must not also fire, take an island, or repair during the same turn.
The ship with no intact masts does not resist and is captured.
A ship may not be boarded during the same turn (phase 5) that it was reduced to 0 intact masts.
A ship may not be boarded if it has a friendly ship in the same hex with at least one intact mast.
A tow line may be established at the same time that a ship is boarded and captured.
The captured ship may be towed to a friendly island, repaired, and used by the side that captured it.

Towing:
A ship can establish a tow line with a friendly ship, which includes a ship that has just been boarded.
The two ships may be of any sizes. A ship with 1 original mast may tow a ship with 5 original masts.
The ships must be in the same hex and in the same orientation. Once in the same hex and in the same
orientation, a desired tow line is immediately established. This can be done in any part of any phase
and in addition to anything else that the ship does during that phase (move, fire, board, etc.).
When towing, the towing ship may still do everything normally, with the towed ship following behind
(e.g., it may move, pivot, fire, be fired upon, board, take an island, transfer treasure, etc.).

5
A tow line can be disconnected at any time. The towing ship simply pivots or moves without the towed
ship, or it remains as it is and declares the tow line removed. The tow line is disconnected
automatically if the towing ship is reduced to 0 intact masts.
A ship may only tow one ship at a time.

Islands:
Each side will begin the game with one or more islands in their possession (as agreed upon or specified in
the game scenario).
Islands are located at the juncture of three hexes, at the point where three hexes meet. The island (and any
fort on it) is in three island hexes simultaneously. In Figure 9 the grey hexes are island hexes.
Ships may move into these three hexes, pivot within them, and move out of them in any direction, as with
any other hex. Island hexes are still normal water hexes even though they are also “island hexes.”
The presence of an island (and even a fort) does not reduce the number of ships that can occupy a hex
simultaneously.
No firing to or from an island hex by firing through one of the other two island hexes. So, for each island
hex there are three hexes that cannot be fired to or from. In Figure 9, for the island hex with the ship in
it these three hexes are each marked with an “X.” (So ships can ‘hide’ behind islands.)

Figure 9:

Taking Islands:
During phase 5 a ship with at least one intact mast after all firing is completed may take an enemy island.
The ship taking the island must be in one of the island’s hexes.
There must be no ships friendly to the island with intact masts in any of the island’s hexes.
The ship taking the island must not also fire, board a ship, or repair during the same turn.
Any ships at the island with 0 intact masts must be boarded separately.
The side that takes possession may begin repairing masts at the island beginning with the next turn (not
during the same phase 5 that the island was taken).
The side that takes an island keeps possession of it even if it leaves it, until it is retaken by the other side.

Repairing Masts:
Each ship in an island hex for one of its own islands can repair 1 mast during phase 5.
Repairing is done last. Thus, a ship with 0 intact masts may be boarded and captured before it has a chance
to repair, or an island may be taken before ships at it have a chance to repair.
A ship may only repair if it did not fire, board, or was not fired upon during the current phase 5. Even if all
the fire directed at a ship missed, a ship that was fired upon cannot repair that turn.
A ship may not repair at an island during the same turn that the island is taken.
A ship may repair while it is in tow or while it has a ship in tow.
Repairing may cause the number of intact masts in a single hex to exceed 7.
Ships cannot be repaired to more than their original number of masts.
6
Once a ship has at least one repaired mast it may return to battle or continue repairing. This includes
captured ships.

Setting up the Playing Mat for Introductory Games:


Both sides agree on whether each side will have in their possession 1 or 2 islands at the start of the game,
and the number of ships that each side will have. For introductory games both sides should have the
same combination of galleons and schooners, with the same number of masts on each. 9-14 masts total
on each side is typical for a basic game.
Each side is assigned half of the hex mat. It is recommended, but not required, that this be done so that the
hex grain is running sideways between the two sides (see Figure 1).
Each side rolls a die (re-rolling ties) and set-up proceeds as follows:
The side with the high roll places their island(s) anywhere on their half of the mat. There must be three
usable island hexes for each island, with each island hex belonging to only one island.
The side with the low roll then places their island(s).
The side that rolled high then rolls again and if this result is even then the initial wind direction is from
their left to their right, and if it is odd then the initial wind is from their right to their left.
Both sides simultaneously place their ships in any of their island hexes, facing in any direction.
After all ships have been placed, the game begins with the initiative roll for phase 1 of the first turn.

Victory Conditions:
One side is the winner if at the conclusion of any phase 5 they have possession of more islands than the
opposing side AND they have at least twice as many intact masts as the opposing side.
Add up all the intact masts on all the ships (and forts) in each side’s possession.

 Optional Rules 
Players may add some, all, or none of the optional rules to their games. They are presented roughly in
order from the simplest to the most complex, so players may want to try them in the order given.
Some of the optional rules require the determination of a random direction. For example, when a ship
becomes disoriented when moving out of a fog hex, or when a monster or whirlpool is moved. To
determine a random direction, roll a die and on a 1 use the direction that the wind is currently pointing.
For the other numbers, count clockwise form the direction that the wind is pointing (see Figure 10).

Figure 10:

Coral Reefs:
Hexes containing reefs are designated before the game begins.
Reef hexes may not be moved into.
Reef hexes do not block or affect fire.

7
Fog:
Hexes containing fog are designated before the game begins.
Fog hexes may not be fired into, out of, or within. Thus, ships may “hide” in fog and not be fired upon.
No firing to a target that is two hexes away by firing straight through an intervening fog hex (see Figure 7).
Fog does not affect movement, except for possible disorientation. When a ship exits a fog hex roll a die
and on a 1-2 it is disoriented by the fog and it exits in a random direction, instead of its intended move.
The ship is pivoted to a random direction and then moved straight ahead out of the fog hex in that
direction. This counts as only one move.
A disoriented galleon may move directly into the wind in order to move into the random hex.
A disoriented ship is destroyed if it moves into a reef hex, a whirlpool, or a monster.
A disoriented ship may move into a hex that already has any number of intact masts in it. It may bring the
number of intact masts in a hex above seven.
Fog does not affect boarding, towing, repairs, taking an island, or the transfer of treasure.

Whirlpools:
Decide before play how many whirlpools will be used in the game.
There must be at least one fog hex for each whirlpool.
Just prior to the initiative roll for the first turn, after all ships have been set up for the beginning of the
game, each whirlpool is spawned (i.e. placed) in a different randomly chosen fog hex.
At the end of phase 4 for each turn, after all ship movement has been completed (and before phase 5
begins), each whirlpool is moved one hex in a random direction. Any ships in a hex moved into by a
whirlpool are destroyed (remove them from the game).
If a whirlpool moves off the mat edge or into a reef hex then remove it from the mat and in the next turn it
will respawn. If two whirlpools end up in the same hex after both of them have been moved, then one
is removed and respawned.
To respawn, at the end of phase 4 during the next turn, place the whirlpool in a randomly chosen fog hex
and that is its only movement for that turn. Any ships in that hex are destroyed.
Ships may not move into a hex that has a whirlpool in it.
Whirlpools do not block or affect fire.

Sea Monsters:
Decide before play how many monsters will be used in the game.
There must be at least one coral reef for each monster.
Just prior to the initiative roll for the first turn, after all ships have been set up for the beginning of the
game, each monster is spawned in a different randomly chosen coral reef hex.
At the end of phase 4 for each turn, after all ship movement has been completed (and before phase 5
begins), each monster is moved one hex in a random direction. Any ships in that hex are destroyed.
If a monster moves off the mat edge then remove it from the mat and in the next turn it will respawn.
A monster is also removed and respawned if it ends up in the same hex as a whirlpool after both of them
have been moved. If two monsters end in the same hex, then one is removed and respawned.
To respawn, at the end of phase 4 during the next turn, place the monster in a randomly chosen reef hex
and that is its only movement for that turn.
Monsters may move into reef hexes.
Ships may not move into a hex with a monster in it.
No firing to a target that is two hexes away by firing straight through hex with a monster (see Figure 7).
Ships may fire at a monster that is one hex away from them (not 2 hexes away). A fort may fire at a
monster that is either in an island hex or adjacent to one of its island hexes.

8
The effect of hits on a monster are determined after all fire has been rolled, when damage is being applied
to ships. Roll a die and add to it the total number of hits by both sides (so at least 1 is always added). If
after the modification the roll is a 6 or higher the monster is removed from the mat and respawned.
With 5 or less it moves one hex in a random direction. All rules for regular monster movement apply to
this move. Hits on a monster remain with it until the monster respawns, at which time they are healed.
(Note that if a ship secures a single hit on a monster there is a 1 in 3 chance that the monster will be
removed and an 11% chance that the monster will move into that ship’s hex and destroy it. The
probability of the monster destroying a ship goes down with multiple hits.)

Forts:
Islands may have fort on them. Forts begin the game with 2-6 original “masts.”
Forts fire during phase 5, like ships.
Fire to or from a fort can be treated as being to or from any of the three island hexes.
Forts fire two “broadsides,” each equal to the number of intact “masts” that it has.
Each of a fort’s broadsides can fire into any of the three island hexes or up to two hexes away from them in
any direction. The two broadsides may both fire at the same target.
When firing at a target two hexes from the nearest island hex, subtract one from the number of masts for
that roll (see Figure 11).

Figure 11:

Because forts are up on hills or cliffs, fire to or from forts is not blocked by ships or monsters in
intervening hexes, though it is blocked by fog (see Figure 7, where the ship in that figure represents the
island hex that the broadside is firing from).
A ship may not fire both of its broadsides at a single fort.
If a fort did not fire during phase 5 then at the end of phase 5 it rolls a die and on a 6 it repairs one mast.
A fort cannot repair during the same turn that it is fired upon, even if all the fire at it missed.
A fort cannot repair during the same turn that its island is taken.
Like ships, a fort cannot be reduced to fewer than 0 intact masts and it cannot be repaired to more than its
number of original masts.

9
Forts are captured when their island is taken. The island cannot be taken until the fort is reduced to 0 intact
masts, and it may not be taken during the same turn that the fort is reduced to 0 masts.
The enemy that took the island may repair the fort’s “masts” and fire them.

Treasure:
Games may begin with treasure on one or more islands. For example, each side may begin with treasure on
each of their islands and one objective of the game is to capture and hold on to treasure.
The term “treasure” includes chests of pirate loot, but it also includes currency and trade goods in the
possession of merchants, taverns, etc., on home islands. Thus, players cannot remove treasure that
began the game on their own island themselves, but enemies may seize it when they take the island.
When an island or ship with treasure is taken then the treasure is captured as well, with no additional
actions needed to claim the treasure.
Treasure can be transferred from an island to a ship, from a ship to an island, or from one ship to another
ship, at the end of phase 5. This can be done during the same phase that an island with treasure is taken
or a ship with treasure is boarded and captured.
For a transfer to take place the ship must be in an island hex (for a transfer between a ship and an island) or
the two ships must be in the same hex (for ship to ship transfer).
Transferring and carrying treasure can be done in addition to all other actions. Transferring and carrying
treasure does not affect a ship’s ability to move, fire, board, tow, take an island, repair, etc.
There is no limit on how much treasure a single ship may carry.
See the scenario rules for more about treasure.

Neutral Islands and Treasure Islands:


Neutral islands begin the game in neither side’s possession, and they can be taken by either side.
A Treasure Island is a neutral island that a pirate has stashed treasure on or that a Spanish or Eastern
treasure hoard has been shipwrecked on. The treasure is claimed by taking the island.
If both sides try to take a neutral or treasure island at the same time then each side rolls a die and adds to it
the number of intact masts that it has involved. The winner takes the island along with any treasure.
Each side can include more than one ship in taking the island, to try to win out over the other side.

Sargasso Seas:
Sargasso seas are large patches of seaweed or other aquatic plants.
Hexes containing sargasso seas are designated before the game begins.
A sargasso sea may be moved into, but if a ship moves into a sargasso sea as its first move of a turn then it
cannot make a second move that turn.
It takes two moves to move out of a sargasso sea or to pivot within one. That is, a ship in a sargasso sea
may only make one move during a turn instead of two. For the side with initiative this one move is
made during phase 2. They may not move in phase 4, even if they do not move in phase 2.
When a ship attempts to exit a sargasso sea, roll a die and on a 1-2 the ship is temporarily stuck; the move
is not made. The ship stays where it is without moving or pivoting that turn.
Being stuck does not carry over to the next turn. During the next turn the ship may once again try to move
out, or instead it may pivot or choose not to make a move.
Ships need not roll when pivoting within a sargasso sea. Pivoting is always successful.
Sargasso seas do not affect firing, boarding, towing, or the transfer of treasure.
If a whirlpool moves into a sargasso sea then the sargasso sea is destroyed.
A monster will not move into a sargasso sea, its movement is re-rolled.

10
Prize Crews and Repairs at Sea:
These rules allow a ship with no intact masts to have one mast repaired at sea without being towed to an
island. The ship will still need to sail to an island to repair additional masts, but it can do so on its own.
A ship with no intact masts may attempt to make a repair at sea. At the end of phase 5 (part D), it rolls a
die and on a 6 it repairs one mast.
This attempt may be repeated each turn until a single mast is repaired.
Repairs may not be made during the same turn that the ship is fired upon or boarded, even if all the fire at
it missed.
Instead of rolling for a possible repair, a ship with at least two intact masts may remove one of that ship’s
intact masts to transfer crew and materials to a ship with none, and thus repair one of its masts.
Both ships must be in the same hex and in the same orientation. The ship to be repaired need not be in tow,
although it can be.
The transfer is done during part D of phase 5. Both ships are considered to be repairing during phase 5.
The ship giving over its mast may not fire, board, or take an island during the same phase 5, and the
transfer cannot occur if either ship is fired upon, even if all the fire missed.
The ship that gave up a mast may repair the lost mast normally at a friendly island.
For either method of repair, the single repaired mast remains marked as partially damaged until it is
‘repaired properly’ at an island. The ship may not tow or board another ship until it is repaired
properly. It may fire and carry treasure. It may take a neutral or treasure island, but it may not take an
island that belongs to the enemy.
(Note that a victorious crew transferred to a captured ship is called a “prize crew.”)

Treasure Ships:
A treasure ship is a ship carrying treasure that begins the game neutral, not belonging to either side.
Each side tries to capture the treasure ship and hold onto its treasure.
Once a treasure ship has been reduced to 0 intact masts it may be boarded by either side, not just the side
that reduced its masts.
If both sides try to board a treasure ship at the same time then each side rolls a die and adds to it the
number of intact masts that it is boarding with. The winner captures the ship. Each side can include
more than one ship in the boarding procedure, to try to win out over the other side.
As with other ships, once a treasure ship is boarded the treasure may be immediately claimed and
transferred and the treasure ship may be towed to a friendly island, its masts repaired, and it may be
used as by the side that last captured it.
A treasure ship begins in a hex at the edge of the mat and attempts to cross the mat and exit off the
opposite side. Treasure ships are the only ships that may exit the mat.
A treasure ship will begin by attempting to move straight along a line of hexes that divides the mat in half
between the two players. If there are two such possible rows of hexes, then choose randomly between
them. It begins in a hex at the edge of the mat that allows it to move in the same direction as the initial
wind direction (i.e. the edge that the wind is coming from).
A treasure ship moves during phase 3, after the side with low initiative has moved all of its ships.
A treasure ship’s movement and fire are automated until it is captured.
A treasure ship moves straight ahead for both of its moves.
If moving straight ahead two hexes would cause a treasure ship to end its movement adjacent to a monster
or a whirlpool, or if it cannot move into either of the hexes in front of it (because of a reef, whirlpool,
monster, the number of ships already in a hex, etc.), then instead of moving straight ahead it will
immediately turn, without moving straight ahead even one hex.
For a turn it will pivot either to its left or to its right one hex side for its first move, move straight ahead for
its second move, then pivot back to its original direction for a special third move. Check where it
11
would end up for both a right and the left move and use the one that will allow it to avoid a second
obstacle that it would encounter this turn or use the direction that will allow it to be farther away from
a monster or whirlpool that it is turning to avoid. If both are equal (or if players cannot agree), then roll
a die and if the result is even it will go to its left and if odd it will go to its right.
A treasure ship may become disoriented by fog. After moving out of fog in a random direction its next
move will be to pivot back to its original direction before it resumes moving in its original direction.
Once a treasure ship moves off its initial line of hexes it will continue moving in its original direction but
along its new line of hexes, until some other obstacle causes another shift.
Each turn the treasure ship will fire at the closest ship for each of its broadsides. If there is more than one
ship at an equal distance from a broadside then it will fire at the one with the most intact masts. If there
are still two that are equal, then roll a die to determine randomly between them. If there are no ships to
fire at then a broadside will fire at an adjacent monster, if there is one.

More Optional Rules for Advanced Play:


Pivoting in Fog: Whenever a ship pivots in a fog hex place a marker alongside it. When it attempts to leave
that fog hex remove the marker(s) and subtract 1 from its disorientation roll for each marker. Thus, a
ship that pivoted once will become disoriented on a 1-3 instead of just a 1-2, a ship that pivoted twice
will become disoriented on a 1-4, etc.

Nonlinear Fluid Dynamics: The game begins with two whirlpools. When moving them first determine
randomly which one is the ‘attractor’ for that turn. That one is moved in a random direction as usual.
The other one is then moved towards the attractor, instead of being moved randomly. If movement into
two different hexes is possible to bring them equally close, then determine randomly between those
two hexes. Eventually the two whirlpools will end up in the same hex. When this happens, they
combine into one whirlpool that moves twice each turn. If this ‘double’ whirlpool is removed from the
mat it will respawn as two separate whirlpools and the process is repeated.

Peskier Monsters: Monsters may be designated as “inquisitive” or “belligerent.” If an inquisitive monster


is 4 or more hexes away from the ship closest to it then instead of moving in a random direction it will
move towards the closest ship. A belligerent monster always moves towards the closest ship instead of
moving randomly (except when moving because it was hit by fire). For either variety of monster, if
more than one ship is equally close then determine randomly which ship it moves towards. If moving
into more than one hex will bring it equally close, then choose randomly between them.

Carnivorous Sargasso Seas: Whenever a ship fails an attempt to leave a sargasso sea, place a marker
alongside it. When it again attempts to leave the hex a 1 is subtracted from its roll for each such
marker. If it continues to fail, then immediately upon receiving a fourth marker it is eaten by the
sargasso sea and is destroyed. Once a ship receives its first such marker it must attempt to leave the hex
every turn until it exits successfully or is destroyed. If it exits successfully then all the markers are
removed. (Note that a ship entering a carnivorous sargasso sea has a 9.25% chance of ending up eaten.)

More Ships in a Hex: When simulating historical battles where each side deploys a long unbroken line of
large ships, the restriction of only allowing 7 intact masts in a hex may seem too restrictive. One option
is to allow up to 7 intact masts of each side’s ships in a hex. Neither side may exceed 7 on their own.

12
 Scenarios 
Below are some guidelines that can be used to set up games beyond the introductory level. These
guidelines apply to games with either one or multiple players on each side.

Choosing Ships for a Game:


Both sides agree on a number of points that each side can spend and then each uses the table below to
choose ships totaling that number points (or less).

Number Galleon Schooner Fort


of Masts Cost Cost Cost
1 ................ - ................ 4 ................ -
2 ................ 8 ............... 10 .............. 15
3 ............... 12 .............. 15 .............. 20
4 ............... 16 .............. 20 .............. 25
5 ............... 20 ............... - ............... 31
6 ................ - ................ - ............... 38

Setting up the Playing Mat for Advanced Games:


The two sides agree on which optional rules will be in effect and how many islands will be in use.
If forts are in use then players may buy one or more forts from their allotment of points, but they are not
required to do so. Alternatively, it can be agreed that each side is given one fort for free and all points
are to be spent on ships.
Each side rolls a die (re-rolling ties) and the side with the high roll places one of their islands on their half
of the mat. The side with the low roll then does the same.
The sides continue to alternate placing islands until both sides have placed all of theirs.
Islands with forts are placed before islands without forts.
There must be three usable island hexes for each island, with each island hex belonging to only one island.
The side that rolled high then places a neutral island on either half of the mat (if there are any in use).
When placing a neutral island, it must be placed the same number of hexes away from the nearest island
owned by either side, or with a difference of no more than one.
The sides alternate placing neutral islands until there are none remaining from the number agreed upon.
The side that rolled high then places a fog, reef, or sargasso sea. They do this by choosing fog, reef, or
sargasso sea, out of those agreed to be in use. They then roll a die and if odd they place it on their half
of the mat and if even they place it on the opposing side’s half.
Fog, reefs, and sargasso seas must be placed at least two hexes away from any island hexes.
The sides continue to alternate placing additional fog, reefs, and sargasso seas until one side chooses to
end their placement by not placing one. They instead roll for wind direction.
The side that rolled high then places at least half of their ships in any of their island hexes or in the row of
hexes along their back edge of the playing mat. The side that rolled low places all their ships, and then
the side that rolled high places the remainder of theirs.
After each side’s ships are placed then any whirlpools and/or monsters are spawned, a treasure ship is
placed (if in use), and initiative is rolled for the first turn.

13
Advanced Games with Treasure:
The two sides agree on how many points of treasure each side will begin the game with on their home
islands, along with how much treasure will be on any treasure islands or treasure ships.
Each point of treasure is equal to one intact mast when counting masts for victory purposes.
When placing their ships during set up each side also places their treasure on their islands.
Use treasure tokens with the number of treasure points for each printed on it. Place treasure tokens face
down on islands so the opposing side does not know how much treasure is on each island.
The amounts placed on each island do not need to be equal. If forts are in use then players may want to
agree on the maximum amount of treasure that may be placed in a fort (such as no more than half).
During play, individual treasure tokens may be divided into smaller denominations to, for example, split a
treasure horde among multiple ships.

Predetermined Scenarios:
Instead of using the above set up rules, players can come up with “scenarios” where islands and other
features are set up in predetermined ways. One or more players, or a referee, can set up the mat by
placing all islands, fog, reefs, sargasso seas, and/or forts, for both sides. The two sides can be given
predetermined sets of ships, or an allotment of points for purchasing ships.
Alternative victory conditions, special rules, and modified rules can be included as part of a scenario.
Both sides make a die roll and the high roller chooses which side of the mat it sets its ships up on.
Wind direction is determined randomly and then the players simultaneously place their ships within their
island hexes or in the row of hexes along the long edge of the playing mat on their side (although a
scenario may stipulate a specific wind direction and/or specific set up areas).
Below is an example scenario. (It is a scenario that the author uses at wargame conventions).
Each side begins with three islands, one of which has a fort. There are three reefs, three fog hexes, one
“inquisitive” monster, and one whirlpool. Figure 12 shows an example set up.

Figure 12:

Place all terrain as close as possible to what is depicted in Figure 12. I = islands, Ft = islands with forts,
F = Fog, and R = reefs. The figure is not to scale; the islands, etc., are smaller relative to the overall
size of the map. The mat is about 13 hexes across and 18 hexes from side-to-side (4 x 6 feet with 4-
inch hexes). Other mat sizes can be used.
With one player on each side they each have five ships with 5, 4, 3, 2 & 1 masts. With two players on a
side each player has ships with 5, 4, 2 & 1 masts. With three players on a side two of them have ships
with 5, 3 & 1 masts, and one has ships with 4, 3 & 2. Ships with 1-2 original masts are schooners,
those with 3-5 original masts are galleons, and the forts have 4 masts.
The normal victory conditions are in effect, with the additional victory condition that a side wins if it takes
the opposing side’s fort.

14
 Appendix 
Land Hexes:
Land hexes is an alternative way to set up the playing surface. They are intended for use with large hex
mats with a very large numbers of hexes.
Instead of using “islands” as in the normal game, each hex is designated as being either a land hex or a
water hex (with water hexes also possibly being a reef, fog, sargasso sea, shallows, and/or anchorages).
A single land hex can have water hexes all around it, or large groupings of land hexes can form coastlines
with peninsulas, etc. Ships cannot move into land hexes.
Some water hexes adjacent to land (or a fort) are designated as “anchorages.” They represent docks at
coastal settlements or suitable beaches in unsettled areas. A ship in a friendly anchorage hex may repair
and load or offload treasure. Thus, anchorages play the role of islands in the normal game.
Each anchorage should be represented by a settlement, docks, beach, or something similar, placed along
one or more edge of the anchorage hex.
Large anchorages may consist of two or more adjoining anchorage hexes.
As with original islands, each anchorage either belongs to one side at the beginning of the game or it
begins the game neutral, possibly with treasure, and they can be captured.
Ships cannot fire through land hexes to other ships. See figure 7, where the “O” would be a land hex. In
figure 7, if the hex below the “O” was also a land hex, then the two hexes below the “X” cannot be
fired into either. Forts are up on hills or cliffs, thus fire to or from forts is not blocked by land hexes.
Forts are still placed at the juncture of three hexes, at least one of which must be an anchorage water hex.
The anchorage hex is part of the fort. If captured, the anchorage and fort are captured together as a
single unit, and the anchorage/fort combination cannot be captured until the fort is reduced to no intact
masts (as with the usual rules for forts). Forts may be placed at the juncture of three water hexes.

Shallow Water:
Shallow water is intended to be used in conjunction with land hexes, though it can also be used with the
usual system of islands. Shallow water gives a large advantage to small ships that is not reflected in
their point cost. Thus, shallow water should not be used when the point system is employed.
Hexes containing shallow water are designated before the game begins. Water hexes adjacent to land hexes
do not need to be shallow, and most should not be.
When a ship moves into a shallow water hex it immediately rolls a die. If the roll is less than the ship’s
number of original masts then the ship is moved into the shallow water hex, but it has become
grounded there (it is stuck there). Ships with only 1 original mast need not roll for becoming grounded.
Grounded ships may not move, pivot, fire, or board another ship, until they have been refloated. They may
be fired upon and boarded, and they may transfer treasure. They may not be towed. They may repair or
take an anchorage (or island), if they have grounded in an anchorage (or island) hex.
Ships that have successfully moved into a shallow water hex without becoming grounded may do
everything normally, they are not affected by the shallow water, but they must re-roll for grounding if
they move into another shallow water hex or if they leave the current one and re-enter it.
Once each turn, during phase 2 or 3, a grounded ship may attempt to refloat. To do this it rolls a die and if
the result is greater than the ship’s number of original masts then the ship has refloated.
A ship that is grounded may voluntarily eliminate one or more of its intact masts to lighten itself. The ship
must keep at least one intact mast. For each mast eliminated the ship subtracts 1 from all rolls for
grounding and refloating until the masts are repaired. For example, a ship with 5 original masts and 4
intact masts becomes grounded and eliminates 2 masts; it now has 2 intact masts and will refloat on 4
or higher (5 original -2 = 3). The modifier applies to all rolls in the current hex and in any other

15
shallow water hex until those masts are repaired. When the ship repairs, these must be the first masts
repaired.
A successful refloating counts as one move. The ship may make one other move in either phase 3 or 4 of
the turn in which it was refloated. It may move freely, but it must re-roll for grounding if it moves into
another shallow water hex or if it leaves the current one and later re-enters it.
If a ship in tow has more original masts than the ship towing it then the ship in tow must make its own
rolls for grounding and refloating, separate from the towing ship. If it has the same number of original
masts or fewer, then it need not roll for grounding.
Shallow water does not block or affect fire, except for making it impossible for grounded ships to fire.
Whirlpools and monsters are not affected by shallow water.
Treasure ships with three or more original masts will avoid shallow water.

Ships, etcetera, depicted in the photos © WizKids Inc.

16
Pirate Hexes
Quick Reference Sheet
© 2023 Chris Pagano
Sequence:
(1) Roll for initiative
(2) High moves once
(3) Low moves twice (then Treasure Ships are moved)
(4) High moves once (then Monsters and Whirlpools are moved)
(5) Fire OR board a ship OR take an island OR repair a mast
(AND transfer treasure)

Movement:
During each of its 2 moves a ship may do nothing or ONE of the following:

 Pivot to any orientation within the same hex.


 Move straight ahead one hex without pivoting. Only schooners can move straight into the wind.
 If the wind is from diagonally to the rear, move diagonally in the direction of the wind (no pivot).

Combat:
 Ships with 2-5 original masts fire two broadsides,
each to one side or into the ship’s own hex.
 Ships with 1 original mast fire once into any
adjacent hex or into the ship’s own hex.

(1) Count how many intact masts the firing ship has.
(2) Subtract one mast if firing at a target two hexes away.
(3) Roll a die and if it is equal to or less than this number
then eliminate one mast from the target.

17

You might also like