Port and Plunder Laser cut / engraver version. designed for CO2 lasers. This version of the game will come with
The SVG, DXF and LB files will be available for download from a link that is provided in a download document after the game is purchased.
Click Here to enjoy a video that explains how to use reserved movement and why it's not the cowards way out.
More information available in game and when you click on my image.
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Click my image to hear me tell you about myself.
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Hit play above to hear a little about me.
Click my image to get me to tell you more about me.
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Learn more by hovering your mouse over my face and pushing down on the left button.
Click on me to learn how catty I can be.
Click on me to learn a bit about me.
Click somewhere on my beard to hear about me from me.
I bet you don't know why I like citrus fruits so much. Click on me. I won't tell you though.
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Click my image to learn how a fear no fate.
Click on my whiskers to learn about me.
Click me to learn how Scary I am.
Please reach out to us if you cannot find an answer to your question.
The majority of the artwork in the TGC version of the game is AI and left as it was originally generated with minimal modification. Paul included all the CAD artwork from the original game for the 3D print versions. With these versions you can experience most of the original artwork as the box and PF cards were only different versions of the Jolly Rodger and the manual had none. So the CAD artwork and some Power point ship cards was all there was previous to AI.
No. In the current version of the game a ship cannot move in any direction that is completely blocked the length of the game board space side with land.
In short…YES. Any pirate still retaining enough loot to purchase a new ship after losing his / her entire fleet may purchase new ship(s) but it must be done on his / her turn and won’t be complete until the start of the following turn.
Any ship that is perpendicular to 45 degrees to the ship being fired upon is considered narrow side. A ship that is approximately 44 degrees to the firing ship is considered to be broadside. Use your best judgment and error in favor of survival of all involved.
Only another pirate ship or a crown ship from the armada card can eliminate a pirate ship from the game. Merchant vessels can reduce a pirate ship to zero hull integrity but the ship will still be able to limp back to port.
Merchant vessels only care about getting away so once a pirate ship is disabled they will move on as quickly as possible. Pirate ships and crown ships will stick around to sink a pirate vessel.
Use the designated area at the bottom of the game board and mark off each turn with a dry erase marker. Remember to wipe off the marks at the end of the game or you may have to color the marks with fresh dry erase from a marker to have them removed cleanly. Alternatively you can 3d Print a round counter if you have the ability or just mark a tablet.
No the optional Tortugas do not count for a ship being 5 or more out from a port unless the pirate is in the Tortuga port. If the pirate is one square away and still 5 or more out from any pirate’s port then they will have to draw a card.
If the pirate’s fleet is together when the card is drawn it is up to the pirate unless the card says otherwise. If the pirates ships are separated then the card must apply to the ship that caused it to be drawn.
Only one ship is allowed per square on the NCB. There can be multiples on the main game board. Use a small poker indicator for each additional ship on the main board.
This card and similar cards like Red Beard can be applied to all ships in the pirate’s fleet that are preforming the action at the same time. IE if a pirate is porting with multiple ships on the same turn even if they are returning from different locations the One Eyed Moe will impact all ships porting during that turn. If there is no loot on board upon porting then the advantage is lost.
Ships can only be repaired in neutral ports they cannot be upgraded. Repairing a ship in a neutral port costs the same as adding the values during a home porting upgrade. The values cannot be raised above their base or already improved values.
No the see gods of Port and Plunder instantly destroy any ship that attempts to leave the gameboard realm. If attempting to exit a naval combat the pirate fleeing’s ship will appear on the nearest adjacent space still on the gameboard to where they exited the NCB.
No. You must sail strait north then West. The 3 ports on either side of the board should be the same distance of 11 to each other respectively.
In the current game yes. The 3D printed game board has this as a peninsula with blue's starting location moved accordingly so with that board no.
The turn is played out as in the other question but when the defender runs out of movements the attacker still keeps moving and firing till the turn is done. then start at the top with new movement rolls.
The fate cards add to the ships as they normally would with one exception. A fate cannot be played for a ship that has the matching captain. IE The quartermaster card does not help a ship with Corina True Course at the helm and the Storm card does not apply to the ship that Has Captain Stormy Sees. If you have a captain and draw a corresponding card it is discarded. They still apply for all other ships in play.
Paul added an "E" to the face of the cards that belong to the expansion. Hold these out along with the nasty fates that are identified with the red writing on them.
After the entire deck of pirate fate cards have been drawn the cards that are in the discard pile are added in with them for 6 players. We recommend a reshuffle at 20 rounds if playing with Carpe Diem Invoked and players preference for games played with 4 or less pirates.