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Cut & Run:
For those times when properly weighing anchor just takes too long!
The first player to successfully build the required number of
Crew wins instantly. This robs the game of its competitive tooth
and nail end game, but leads to much faster play. It also forces
new strategies. In a Cut & Run game holding onto a couple of offensive
cards to stop the lead player can backfire if she unexpectedly
completes her crew.
Schooner Crew:
Smaller ships need smaller crews. Reduce the number of pirates
needed to sail down to 8 for two player games, to 5 for three
player games and to 4 for a four player game. A Schooner Crew
game is fast playing while preserving the final round of cutthroat
skullduggery.
Beggar's Draw:
If it weren't for bad luck he'd have no luck at all! If a player
has a hand of three cards or less he can, by sacrificing his turn,
draw three cards instead of the regular two. This option is void
if you have Pirates in your crew that allow you to draw extra
cards.
Pirate Town:
The town you're in is positively overrun with Pirates! As a result
the law enforcement is stretched a bit thin. Either remove one
Crackdown card from play, or have a Crackdown only result in the
loss of only one crew member (instead of the usual two).
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