Voyages and Trading
Resolve cumulative Pirate strength, trade and return home.
Resolve the Trade board
After all Actions, resolve right-facing Ships on the Trade board. If none remain, skip Voyage and proceed to End of Turn.
Work from the leftmost occupied segment toward the right. Reveal a Pirate card for a segment containing outward Ships if it has none yet. Resolve Ships in numbered-position order, lowest first. Compare each Ship against the sum of all Pirate cards revealed this Voyage, including earlier segments.
- Strength below Pirates: put one Damage token on the Ship card and turn the meeple left. It stops its outward voyage.
- Strength at least Pirates: choose to trade here or continue one segment right. At the third segment you cannot continue, so trade.
A continuing Ship takes the lowest available position in the next segment. If you already have a right-facing Ship there, place it at that same position.
Trade
For each trading Ship:
- Gain Coins equal to its Cargo × the Coin icons printed for that segment.
- Gain the segment’s printed Prestige.
- You may supply a Luxury matching an available Demand tile there to gain that segment’s Prestige reward again. Return the Luxury to supply and discard the matched Demand tile.
- Turn the Ship left, ready to sail home.
An initial trade needs no Luxury. Luxury delivery adds Prestige; it does not multiply Coins. The middle-segment example’s Luxury reward is 2 Prestige. Reward clarification.
Pirates
The ten Pirate cards contain strengths 0 × 2, 1 × 3, 2 × 3, 3 × 2. Keep revealed cards and discards visible. If the draw deck runs out, shuffle its discard pile into a new deck.
End of Turn
- Every left-facing Ship travels home a number of spaces equal to its Speed, following the white arrows. When it reaches its dock, a built Dock Hut repairs all its damage.
- Discard all revealed Pirate cards face up.
- Refill empty Demand slots with randomly drawn unused Demand tiles.
- Pass the Anchor left and advance the Hourglass Turn marker.
After turn B, perform End of Round.