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I knew him like he was my brother.
The most important tip we can offer is to familiarize yourself
with the Skallywaggs deck. You will find it helpful to assemble
the sailors as drawn to get to know them and their potential within
a crew. Get a feel for how characters go together and how specialty
parts might effect them. The more you play the easier it will
be to recognize individual parts when they are laid down. This
is especially important when scanning your opponents' crews to
look for parts to skallywagg.
Cards, cards, cards!
It's all about the extra cards. The more you get the better off
you are. Having characters or parts in your crew that bring you
extra cards is a huge advantage. Because of this, these choice
characters will also be the focus of your opponents' interest.
Expect Skallywaggs and Arrest Warrants on unprotected sailors.
They may also be vulnerable to Crackdown and Scurvy & Pox if your
crew isn't large enough to withstand those events.
Waitress, bring me another...
The Waitress head and chest, when not protected from Skallywaggs
or 'locked down', will often make the rounds, being skallywagged
from crew to crew and back again. When traveling like this the
parts may be in play for several rounds without any player actually
getting to draw extra cards. These parts must be in a crew at
the beginning, draw card phase, of a turn for a player to collect
the extra cards. The Waitress's extra card parts can be locked
down, either by building them into a complete waitress or by using
them in combination with cards that confer immunity to Skallywaggs,
such as the Monkey.
Monkey is as monkey does.
You can protect individual cards in your crew, for instance the
Waitress's head or a Captain's chest by locking them down with
parts that are immune to skallywaggs such as the Monkey. Just
remember the traveling cards have their own level of risk. If
another player completes the Ships Cook, the Monkey and the sailor
of which he is a part, will desert you to join the crew with the
Cook.
Human shields.
In the first few rounds of play the last player to go has the
advantage of being able to play global effect event cards before
assembling any crewman of their own in order to avoid losing pirates.
This is why, in early play, you may want to build a few 'cannon
fodder' sailors before putting more valuable characters down so
your choice characters are less liable to be effected by events
like crackdown and scurvy & pox. This is a good use for the seemingly
worthless 'can't sail' parts like no pants and crazy head. They
may make sailors that don't count toward your crew total, but
it hurts less to give them up.
Thinking outside the treasure chest...
Some cards that at first glance appear to be defensive can be
used to devastating effect offensively and vice versa. Hard Astern
& In the Head are two good examples. The defensive qualities of
Hard Astern are obvious but it can also nullify non-aggressive
events like Davy Jones' Locker and Swagg & Plunder. In the Head
is usually played to get an opponents' pirate out of the way so
damage can be inflicted on the rest of that crew, for example,
by removing a Lookout so Arrest Warrants can be played, but In
the Head can also be used to protect your own sailors by removing
them from play for one round.
There's nothing more dangerous than a man with
nothing to lose
When playing devastating events, especially one after the other,
it is often best to restrain yourself from eliminating an opponent's
entire crew. A player with even one pirate will have to think
twice about playing a global event like a Scurvy & Pox or Crackdown.
You can be sure if he has no one to protect the gloves will not
only be off, they will be on fire!
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