House Rules


The following are the Corsairs of Douglas County house rules. These rules are not official, and may only be used in a game where all players involved agree to them.
3D Islands (only used if island models are used)
If an island model has more than one beach and there is no "connection" between the beaches a ship docked at one beach cannot explore the other beach(es) without sailing to the location of the other beach(es). Channels on islands may be able to permit a ship's passage, however the ship model must be able to be slid through the channel for it to be a legal move, in addition if the ship has more than 2 masts, it cannot sail through the channel without becoming wrecked (see the Reef Terrain rules). The only ships which have more than 2 masts, and have a shallow enough draft are Schooners, Galleys, and Junks, these three types of ships can sail a channel if their model will fit.
5 Masts to Glory (optional)
With this rule in effect the game is played normally, however fleet construction is modified.

5 masts total. Divided among however many ships desired. No subs, monsters, flotillas, or forts.
5 crew total, no crew can exceed the cargo or point limit of the ship they are assigned to.
Equipment can substitute for crew, on a one to one basis.
No events, or UT's
Captured Booty (optional)
If all players agreed to Captured Booty before the game began, then unique treasures, and gold tokens do not return to their original owners when the game ends, but become the property of the player who had them at games end. If they are still on a wild island, unique treasures and gold tokens still return to their original owner.
Jettison-Overboard (optional)
Any any point during any turn, any ship can as a free action, jettison any cargo (unless it is a UT which may not be unloaded), or have any one crew jump ship. If removing the treasure will activate a special ability, the effected ability will not activate until the player who used jettison-overboard's next turn.
Mobile Fogbanks (optional)
At the beginning of each turn, roll a D6 for each fogbank in play, if the result is a 5 or a 6 then roll another D6 for that fogbank. The fogbank will move in the direction the second die roll indicates. If a fogbanks move will take it from the play area it will instead go to the edge of play and stay there until another move will bring it away from the edge.

If a fogbank moves to where it is touching a ship, when that ship is given a move action it begins that action "lost" in the fog, and must roll a D6 for the random direction it will leave the fogbank with.
Tortuga (optional)
All players share the same home island (Tortuga), no ship within of Tortuga may be fired upon. Ships within of Tortuga may fire their cannons, as long as their target is at least away from the island. Sea Serpents cannot come within of Tortuga.

During setup the island of Tortuga must be separated from the remaining islands by at least 4 .
Trophy Ships (optional)
If all players agreed to Trophy Ships before the game began, then any ships captured during the course of the game do not return to their original owners when the game ends, but become the property of the player who had them at games end. If a derelict ship is still at sea, and not connected to a towing ship at the end of the game, it will return to it's original owner. Ships scuttled, run aground, or sunk always revert to their original owner.
Custom Crew Abilities
These abilities are my own making. Not official at all.
Entrancement, 6 Points.
Once per turn, roll a d6. On a result of 6 you may take control of one enemy ship or monster. You may assign any action(s) to the entranced unit it would legally be allowed to do (including using it to fire upon it's own fleet). This includes the abilities of all revealed crew. You may not use this ability to reveal crew which are currently hidden.
Evasion, 5 Points.
Once per turn, when a shoot action is declared against this ship by a ship, sea monster, or fort, roll a d6. On a result of 1, this ship may move up to it's base move before the shoot action is rolled. No movement bonuses may be applied to this move.
Piercing Ram, 4 Points.
When this ship rams another ship, randomly eliminate one crew from the rammed ship before any boarding actions take place. The ram does not require elimination of a mast for this ability to take effect.


Winning the game
The first player to get more than half of the starting treasure (measured in gold points) to their home island wins the game. After the game, return any ships that changed fleets back to their original owners. Also return unique treasures, and gold tokens.