Card Game - GMT Games
Kaiser’s Pirates — Living Rules, February 2010
Card Game
by James M. Day
GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308
www.GMTGames.com
© 2009 GMT Games, LLC
Kaiser’s Pirates — Living Rules, February 2010
Introduction
This is a game of strategy and chance for one to four players based on World War I (1914-1918) naval commerce
raiders—where Imperial German warships and disguised
raiders plied the sea lanes in search of merchant ships. In
multi-player games, two to four players command a force
of warships and raiders as they try to capture and sink the
greatest number of merchant ships while simultaneously attempting to eliminate their opponents’ raiding forces. With
four players, they may play as individuals or as two teams.
In the solitaire game, a single player battles a “phantom”
player for control of the sea lanes.
Table of Contents
1.0 Game Parts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.1 The Cards:. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.1.1 The Ship Card Decks. . . . . . . . . . . . . . . . . . . . . . . 3
1.1.2 The Action Card Deck. . . . . . . . . . . . . . . . . . . . . . 3
1.1.3 The Solitaire Deck.. . . . . . . . . . . . . . . . . . . . . . . . . 3
1.1.4 Card Notations & Special Characteristics . . . . . . . 3
1.2 Dice. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.3 Markers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
2.0 Operational Setup. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
2.1 First Round Deal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
2.2 Setup. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.3 Assign Round Points. . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.4 Subsequent Round Deals. . . . . . . . . . . . . . . . . . . . . . . . 6
2.5 Winning a Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
3.0 Playing the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
3.1 Player Turns. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
3.2 Playing and Committing Action Cards. . . . . . . . . . . . . 7
3.2.1 Committing Action Cards. . . . . . . . . . . . . . . . . . . . 7
3.2.2 Playing Reaction Cards . . . . . . . . . . . . . . . . . . . . . 8
3.2.3 Intercepting Warships, Raiders and Prize Ships. . . 8
3.2.4 Intercepting and Attacking Merchantmen . . . . . . . 8
3.2.5 Prize Ships. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
3.2.6 Safe Passage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
3.2.7 Rules for Dice Rolls. . . . . . . . . . . . . . . . . . . . . . . . 8
3.2.8 Using Action Cards . . . . . . . . . . . . . . . . . . . . . . . . 9
3.2.9 Example of Play. . . . . . . . . . . . . . . . . . . . . . . . . . . 9
3.3 Summary of Action Cards. . . . . . . . . . . . . . . . . . . . . . 12
3.3.1 AMC [Reaction Card] (2). . . . . . . . . . . . . . . . . . . 12
3.3.2 Blockade Runner (2) . . . . . . . . . . . . . . . . . . . . . . 12
3.3.3 Boarding Party [Assist Card] (6). . . . . . . . . . . . . 12
3.3.4 Bounding Main [Team Game] (1) . . . . . . . . . . . . 13
3.3.5 Break Contact [Reaction Card] (2). . . . . . . . . . . . 13
3.3.6 Breakdown (1). . . . . . . . . . . . . . . . . . . . . . . . . . . 13
3.3.7 Breakout (3). . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
3.3.8 Collier (1). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
3.3.9 Damage Control (4). . . . . . . . . . . . . . . . . . . . . . . 13
3.3.10 Deception (2). . . . . . . . . . . . . . . . . . . . . . . . . . . 13
3.3.11 Exchange Information [Team Game] (1). . . . . . 13
3.3.12 Fair Seas (2). . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
3.3.13 Fast Ship [Reaction Card] (2). . . . . . . . . . . . . . .
3.3.14 Fog Bank (2). . . . . . . . . . . . . . . . . . . . . . . . . . . .
3.3.15 Good Hunting [Assist Card] (4). . . . . . . . . . . . .
3.3.16 Heavy Weather (2). . . . . . . . . . . . . . . . . . . . . . .
3.3.17 Intelligence (2). . . . . . . . . . . . . . . . . . . . . . . . . .
3.3.18 Interned (1). . . . . . . . . . . . . . . . . . . . . . . . . . . . .
3.3.19 Interrogate (5). . . . . . . . . . . . . . . . . . . . . . . . . . .
3.3.20 Island Refuge (2) . . . . . . . . . . . . . . . . . . . . . . . .
3.3.21 Lay Mines (2). . . . . . . . . . . . . . . . . . . . . . . . . . .
3.3.22 Minesweeper [Reaction Card] (2) . . . . . . . . . . .
3.3.23 Mistaken Identity [Reaction Card] (1). . . . . . . .
3.3.24 Monitor (1). . . . . . . . . . . . . . . . . . . . . . . . . . . . .
3.3.25 Non-Combatant [Reaction Card] (3). . . . . . . . .
3.3.26 Pull the Plug [Reaction Card] (1). . . . . . . . . . . .
3.3.27 QQQ [Reaction Card] (2). . . . . . . . . . . . . . . . . .
3.3.28 Q-Ship [Reaction Card] (2) . . . . . . . . . . . . . . . .
3.3.29 Razzle-Dazzle [Reaction Card] (1) . . . . . . . . . .
3.3.30 Recalled [Reaction Card] (1). . . . . . . . . . . . . . .
3.3.31 Recon Aircraft (2). . . . . . . . . . . . . . . . . . . . . . . .
3.3.32 Reflag [Reaction Card] (5). . . . . . . . . . . . . . . . .
3.3.33 Rendezvous Missed (2) . . . . . . . . . . . . . . . . . . .
3.3.34 Sail Q-Ship [Reaction Card] (1). . . . . . . . . . . . .
3.3.35 Scuttle (2). . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
3.3.36 Searchlight [Assist Card] (1). . . . . . . . . . . . . . .
3.3.37 Second Chance (2). . . . . . . . . . . . . . . . . . . . . . .
3.3.38 Shallow Run [Reaction Card] (2). . . . . . . . . . . .
3.3.39 Shipping Lanes [Assist Card] (4). . . . . . . . . . . .
3.3.40 Slim Pickings [Reaction Card] (2). . . . . . . . . . .
3.3.41 Special Cargo [Assist Card] (1). . . . . . . . . . . . .
3.3.42 Submarines U-27 & U-41 (2). . . . . . . . . . . . . . .
3.3.43 Submarines UC-16 & UC-29 (2). . . . . . . . . . . .
3.3.44 Surprise Attack [Assist Card] (3). . . . . . . . . . . .
3.3.45 Transfer Command (2). . . . . . . . . . . . . . . . . . . .
3.3.46 Trap [Reaction Card] (2) . . . . . . . . . . . . . . . . . .
3.3.47 Wireless Intercept (2). . . . . . . . . . . . . . . . . . . . .
4.0 Team Game Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . .
5.0 Solitaire Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
5.1 The Solitaire Card Deck . . . . . . . . . . . . . . . . . . . . . . .
5.2 Solitaire Operational Setup. . . . . . . . . . . . . . . . . . . . .
5.3 Solitaire—Playing the Game as the LP. . . . . . . . . . . .
5.4 Solitaire—Playing the Game as the PP. . . . . . . . . . . .
5.5 Solitaire—Example Turns. . . . . . . . . . . . . . . . . . . . . .
6.0 Optional Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
6.1 Coal Pile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
6.2 Sails. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
6.3 Wölfchen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
6.4 Tournament Balance. . . . . . . . . . . . . . . . . . . . . . . . . .
6.5 Beyond 1914. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
6.6 Fast Raiders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
6.7 Warship & Raider Retention. . . . . . . . . . . . . . . . . . . .
6.8 Additional Damage. . . . . . . . . . . . . . . . . . . . . . . . . . .
6.9 Torpedo Attacks vs. Prize Ships . . . . . . . . . . . . . . . . .
6.10 Shallow Pursuit. . . . . . . . . . . . . . . . . . . . . . . . . . . . .
6.11 Merchant Sailing Ships. . . . . . . . . . . . . . . . . . . . . . .
6.12 Prize Ship Re-Supply . . . . . . . . . . . . . . . . . . . . . . . .
Play Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
© 2009 GMT Games, LLC
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Kaiser’s Pirates — Living Rules, February 2010
1.0 Game Parts
Action Card
Intercept! portion of card
1.1 The Cards:
There are four different decks of cards. Two are “Ship decks”—
there is a deck of 20 German Warships & Raiders and a deck of
60 Merchantmen. The third deck is the “Action deck;” it contains
100 cards. The fourth and final deck is the “Solitaire deck;” it
contains 20 cards. This edition also includes 8 additional Action
cards originally sold as an expansion set in earlier printings.
1.1.1 The Ship Card Decks
Each ship card, referred to simply as a ship, contains a picture
and information about a different historical vessel from World
War I. There are two types of ship cards, “Warships & Raiders”
and “Merchantmen.”
Warships & Raiders
Raider
Ship Name
National
Flag
Special
Characteristics
Armament
Displacement
Captain
Ship
Picture
Attack
Coin
Defense
Coin
Victory Award
Merchantmen
Ship Name
Displacement
National
Flag
Fate
Ship
Picture
Decision
Coins
Defense
Coin
Victory Award
1.1.2 The Action Card Deck
There are 47 different types of cards in the Action deck and all
are “double-use” cards that, when played, may be used in one
of two ways—as an Intercept! card or as the action listed on the
card. The two uses are oriented differently on a card, Actions are
vertical, and the Intercept! section is horizontal. See 3.2.1 for
how to orient Action cards to make it clear what your intentions
are. This is called “committing” the card. Uses and restrictions
are printed on the card.
Decision
Coins
Attack Coin
Action
portion
of card
BACKGROUND COLOR: The background color of the Action
Card determines the type of Action card it is:
Tan = Regular Action Card
Blue = Reaction Card
Green= Assist Card
REACTION AND ASSIST CARDS: Some cards are “Reaction”
cards, which are played in response to another player’s Action
card, or are “Assist” cards, which are only played in combination
with an Intercept!, Raider Mine attack, or submarine torpedo or
mine attack. See section 3.3 for a summary explanation of all
Action cards.
1.1.3 The Solitaire Deck.
Section 5 explains how to play The Kaiser’s Pirates as a solitaire
game. This deck is included for that purpose, but has no use in
games with 2 or more players.
1.1.4 Card Notations & Special Characteristics
A number of graphic aids are included to provide visual information to the players, although the same information is also included
in the game’s rules and/or card rules. Coins containing images
of dice show the kind of dice to roll for a specific action. Other
symbols indicate special characteristics or capabilities. Cards
may have individual or multiple graphic aids, indicating that all
of those particular actions or characteristics are in effect.
Attack Coins: Warships, Raiders, Action cards and
Solitaire cards have Attack Coins that indicate the
dice to roll when attacking. Attack factors represent
an abstracted value of the number and size of guns,
mines, torpedo tubes (TT) and Depth Charges available. There
are five types of Attack Coins: ‘Attack—a composite of multiple
weapon types’, ‘Mine Attack—Mines’, ‘Torp Attack—Submarine Torpedoes’, ‘Gun attack—Q-Ship Guns’, ‘DC Attack—QShip Depth Charges’.
Defense Coins: Ships, Action cards and Solitaire
cards have Defense Coins that indicate the dice to
roll when defending. Factors represent an abstracted
value of the ability to avoid or absorb damage and is
based on a number of factors including, ship type, armor, internal
compartmentalization and displacement.
© 2009 GMT Games, LLC
Kaiser’s Pirates — Living Rules, February 2010
Decision Coins: Merchantmen, Action
cards and Solitaire cards have a pair of
decision coins—these are always presented in pairs. Decision coins list the
dice that are used to resolve special situations that require a
Challenge (successful) or Response (unsuccessful) result. The
player initiating the action or playing the card rolls the “Challenge Dice” while the opposing player rolls the “Response Dice”.
Situations requiring this die roll are identified by the presence of
these ‘Challenge Dice’ vs. the ‘Response Dice’. For example,
will a warship be interned and sit out the war—Challenge Dice
are 10/8 vs. Response Dice of 10; or will a Q-Ship lure a submarine into a gun duel—Challenge Dice of 10/4 vs. Response
Dice of 10. Resolution works the same as the rest of the game’s
die rolls—See 3.2.7.
Raider: The fourteen German ships with this symbol
next to their national flag are classified as Raiders. These
ships had a special ability to disguise their identity and deceive
opponents. Raiders may not be attacked unless they are first “recognized” (See 3.2.3). The remaining six German ships without
this symbol are classified as Warships.
Night Action –1: The Intercept! section of some Action
or Solitaire cards includes this symbol or notation. When
those cards are used for any intercepts, they take place at night,
when offensive capabilities are reduced. However, during Night
Actions, some Reaction cards may not be played.
Mines: Some Raiders and Submarine cards have the ability to lay mines. This special capability enables them to
broadly attack groups of Merchantmen.
Coal Pile (see optional rule 6.1): All Warships and some
Raiders with this symbol on their cards have a high demand for coal (fuel) and are more susceptible to falling into and
less capable of recovering from a Limited Supply situation.
Sails (see optional rule 6.2): Since it was primarily a
sailing vessel, the Raider Seeadler is less susceptible to
falling into a Limited Supply situation. However its slower speed
may hamper its ability to escape or its ability to Intercept! fast
Merchantmen.
Wölfchen (see optional rule 6.3): A rarity for WWI,
the Raider Wolf carried a small reconnaissance aircraft
(Wölfchen—Wolf Cub) that it used to scout ahead for prime
targets and to also steer clear of potential threats.
Fast Raiders (see optional rules 6.6 & 6.10): The five
Raiders, Berlin, Cap Trafalgar, Kaiser Wilhelm der Grosse,
Kronprinz Wilhelm, and Prinz Eitel Friedrich were all converted
passenger liners and are classified as Fast Raiders.
1.2 Dice
The Kaiser’s Pirates includes eight dice, two white six-sided—
“d6”, two green eight-sided—“d8”, and two blue ten-sided—
“d10”, plus two red dice which have 8 sides but the numbers 1-4
are listed twice, which we call a “d4” in the rules. These dice
are used to determine results. Note that some versions of d10s
are numbered 0-9. In those cases, treat the 0 as 10. A set of four
dice is composed of one of each color and is used by the players
to determine combat and other results. When one die is rolled,
the number rolled on it is used as the result. When two or three
dice are rolled, the highest number rolled appearing on any of
the dice is used as the result. Rolling more dice gives players
a better chance for a single higher number.
EXAMPLE: If a red 4 and a green 2 are rolled, the only number
used for a result is the 4.
1.3 Markers
1.3.1 Damage Markers: The red markers are used
to indicate damaged ships. If temporary shortages
occur, any handy markers such as coins, buttons, etc.,
may be used for additional damage markers. An ample supply is
provided for most games.
1.3.2 Limited Supply Markers: The black markers are used to indicate Warships or Raiders with
Limited Supply.
2.0 Operational Setup
In The Kaiser’s Pirates(tm), all players command a Force of
German Warships and/or Raiders seeking to score more Round
Points than their opponents. Secondarily, all players also assume
the role of the British Forces as they simultaneously attempt to
keep their opponents from achieving success.
Playing once through the Action card deck is called a ‘Round’
while a complete game consists of three Rounds. A Round ends
immediately once the last Action card is drawn with no further
play allowed, so the player who draws the last Action card
receives the final turn. Players start a game seated around the
table in any agreeable order, but must maintain the initial seating
arrangement throughout the game.
2.1 First Round Deal
For the first Round, a player shuffles and deals the Action card
deck while another player shuffles and deals the Warships &
Raiders and the Merchantmen decks. Note, when playing the
game, keep the Warships & Raiders in one deck and the Merchantmen in a separate deck.
2.1.1 Four Players: In any four-player Game, secretly remove
20 Action cards (resulting in a play deck of 80 Action cards)
before dealing each Round. Set the unused cards off to the side
out of play.
2.1.2 Three Players: In a three-player Game, secretly remove 40
Action cards (resulting in a play deck of 60 Action cards).
2.1.3 Two Players: In a two-player Game, secretly remove 60
Action cards (resulting in a play deck of 40 Action cards).
2.1.4 Players may collectively agree to remove more or fewer
Action cards at the start of each Round. Removing more cards
© 2009 GMT Games, LLC
Kaiser’s Pirates — Living Rules, February 2010
shortens a Round, while adding cards lengthens a Round. We
recommend that players never use ALL the Action cards, so that
it is not possible to know the exact mix of the Action cards in the
deck—there should always be some “Fog of War.”
2.1.5 Deal each player three cards from the Warships & Raiders
deck, three cards from the Merchantmen deck, and six Action
cards. Place the remaining cards of the three decks facedown
in convenient spots on the table to be drawn from during the
Round.
2.2 Setup
The Warships & Raiders and Merchantmen dealt to each player
constitute that player’s Force. Players should arrange their Force
in two rows face-up in front of themselves—the three Warships
and/or Raiders occupying the row closest to the player, with the
three Merchantmen occupying the row furthest from the player.
The Action cards dealt to each player constitute that player’s
hand, and should be kept hidden from all players, including
teammates.
2.3 Assign Round Points
At the end of a Round, each player counts their Victory Awards to
determine the number of “Round Points” to be assigned. Victory
Awards are printed on each Warship, Raider and Merchantman
card. In addition, some Action cards, (one example is Submarine
U-27) also have a Victory Award.
2.3.1 The player adds the listed Victory Award value for each
Warship, Raider, and Merchantman in his Victory Award pile
and any Prize Ships that are in the player’s Force at the end of
a round.
DOUBLE VALUE CARDS: Since Prize ships that achieve Safe
Passage and those merchantmen sunk in combination with a Special Cargo card are counted at twice their listed Victory Award,
it is best to keep them facedown in a separate Victory Award pile
to differentiate them from those merchantmen scoring just their
listed Victory Award.
RAIDER & WARSHIP CARD LIMIT: A player may not score
Victory Awards for more Raider & Warship cards than Merchantmen cards scoring Victory Awards (including prize ships). Any
excess Raiders & Warships cards are randomly discarded and
not counted in that player’s Victory Award total. For example,
player “A” sank one Merchantman, captured one Prize Ship and
sank three Warships & Raiders. Since the player only has two
Merchantmen, one of the three Warship & Raider cards must
be randomly discarded and does not count in player A’s Victory
Award total.
© 2009 GMT Games, LLC
Kaiser’s Pirates — Living Rules, February 2010
2.3.2 The player adds the listed Victory Award value from each
“point scoring” Action card they acquired to the Victory Awards
they totaled for sunken ships.
2.3.3 The players then compare their Victory Award totals. The
lowest scoring player is then awarded 1 Round Point for that
Round; 2 Round Points to the next highest scoring player; on
up to 4 Round Points to the highest player. Players should also
keep track of their individual total Victory Awards for possible
use as a “tie breaker” when the game ends.
In a three-player game, only 1, 2 or 3 Round points are awarded.
In a two-player game, only 1 or 2 Round points are awarded.
ZERO VICTORY AWARDS: If a player totals 0 Victory Awards
for a Round, they receive 0 Round points. The other players still
receive their normal Round Points. They do not move down a position if a player scores 0 Round Points. For example, in a threeplayer game, player “A” has 27 Victory Awards, player “B” has
0 Victory Awards while player “C” has 68 Victory Awards. Player
“C” receives 3 Round Points, player “A” receives 2 Round
Points while player “B” receives 0 Round Points.
TIES: In the event of a Victory Award tie, award both players the
higher Round Points; lower scoring players do not move up a
position. For example, in a four-player game, both players “A”
and “B” have 39 Victory Awards, player “C” has 72 Victory
Awards while player “D” has 18 Victory Awards. Player “C”
receives 4 Round Points, both players “A” and “B” both receive
3 Rounds Points while player “D” receives 1 Round Point.
2.4 Subsequent Round Deals
At the end of first and second Rounds, return all unused Action
cards to that deck. Remove all Damage and Limited Supply
markers from the ships. Remove all un-sunk Merchantmen and
place them face-up at the bottom of the Merchantmen deck to
show they have already been used. After recording their Victory
Awards, return all sunken Warships, Raiders, Prize Ships and
Merchantmen face-up at the bottom of their respective decks to
show they have already been used. Return any “point scoring”
Action cards to that deck.
2.4.1 Players with one or more surviving Warships and/or Raiders have a choice to make. They can discard all their remaining
Warships/Raiders, or they may choose to keep one of them for
use in the next Round, but at a penalty (see 2.4.5). If they have
more than one Warship & Raider remaining, they must discard all
but one of those ships. Extra ships may not be transferred to other
players (except in a Team Game, when this is allowed. See 4.9).
Place the discarded ships face-up at the bottom of the Warship
& Raider deck to show they have already been used.
2.4.2 Deal each player three new Merchantmen cards.
2.4.3 Deal each player enough new Warships & Raiders cards to
equal a total of three ships. All Raiders start unrecognized.
2.4.4 Create a new Action card deck by shuffling the Action card
deck (including those cards that were set aside at the beginning
of the Round); secretly remove the appropriate number of cards;
and deal each player six Action cards, unless they choose to keep
one of their Warship or Raider cards from the previous Round.
2.4.5 If a player retained one of their Warships or Raiders from
the previous Round. they are dealt only five Action cards to
begin the round.
2.5 Winning a Game
After awarding the Round Points at the completion of the third
Round, the players compare their total Round Points for all
three Rounds. The player with the highest total is declared the
winner. In the event of a tie, the players’ total Victory Awards
for all three Rounds is used as the tiebreaker. In the rare event
that the total Victory Awards are also tied, play another Round
to determine the winner.
3.0 Playing the Game
In the normal course of play during a Round, players execute
“turns” clockwise around the table using their Action cards to sink
their opponents’ Warships, Raiders, and Merchantmen or defend
their own ships. During most turns, except when Reaction cards
are played, the player currently executing a turn is considered
the “attacker” while the player whose ships are under attack is
considered the “defender.” Actions described as taking place
with a friendly player or ships only apply to the player who is
taking the action.
If a player loses all of their Warships & Raiders during a Round,
that player continues playing in the Round, drawing and playing
Action cards where possible. A Breakout card may also give the
player additional Warships & Raiders later during the Round.
3.1 Player Turns
At the beginning of the first Round, each player rolls a d10 (roll
off any ties). The player with the highest result takes the first turn.
As an alternative, the player with the three Warships & Raiders
totaling the lowest Victory Award (roll off any ties) takes the
first turn. In Rounds two and three, the player with the lowest
total Round Points takes the first turn (roll off any ties). After
determining who goes first, the individual players take their turns
clockwise around the table.
3.1.1 The player executing a turn may play any or all desired and
legal Action cards or may decide not to play any Action cards at
all. Actions described as taking place with a friendly player or
player’s ships only apply to the player who is taking the action.
After playing all “committed” Action cards (see 3.21 below) or
if none are played, the player then completes his turn by drawing
one new Action card from the facedown Action card deck.
PLAYER’S NOTE: Yes, this really means you can play as many
action cards as you want to (and are legal) in your turn, but at
the end of your turn, you only draw one, so making a big play
one turn will impact your ability to respond to attacks against
you or make plays in future turns.
© 2009 GMT Games, LLC
Kaiser’s Pirates — Living Rules, February 2010
HAND SIZE: There is no limit to the number of Action cards
players may have in their hands.
3.1.2 Except for playing a Scuttle or Pull The Plug card, a
player may never deliberately do anything that might sink or
damage a friendly ship.
3.1.3 Attacking Restrictions: During a player’s turn, all Action
cards used to Intercept! ships, lay mines, or conduct submarine
attacks must be played against those ships belonging to the same
opposing player. This includes Warships, Raiders, Prize Ships,
and Merchantmen.
Each friendly Warship or Raider may conduct only a single
Intercept! or lay mines once per turn. Each opposing Warship,
recognized Raider/Prize Ship, or Merchantman may only be
intercepted once per turn, including the Intercept! result of
interrogation.
Opposing Merchantmen (not Prize Ships) may be attacked multiple times per turn through the use of a single Intercept! and any
number of mines and/or submarines.
3.1.4 Non-Intercept! Target Restrictions: During a player’s
turn, non-Intercept! Action cards (e.g., Deception, Fog Bank,
and Interned) may be played against the same player who was
intercepted and/or one other player.
If the player executing the turn did not attempt an Intercept!, lay
mines, or to conduct submarine attacks, any non-Intercept! Action
cards may only be played against one other player.
3.1.5 Discards: At the end of each player turn, the player executing the turn discards all their committed cards first, face-up in the
discard pile, ordering the cards as desired. If the defending player
played any Reaction cards, they discard those cards second, faceup in the discard pile, again ordering the cards as desired.
Any committed but un-played Action cards are also discarded.
3.2 Playing and Committing Action Cards
At the start of a turn, the player executing the turn must commit
all Action cards to be played during the turn by placing them
facedown on the table. The player executing the turn may never
play uncommitted cards from his hand (except for the Reflag
card) or return committed but un-played cards to his hand. To
avoid any confusion, just set the remaining hand aside after
committing Action cards for the current turn. Once all Action
cards are committed, they are resolved in any order desired by
the player executing the turn. Reaction cards may be played in
response.
3.2.1 Committing Action Cards
Since all Action cards are double use, when they are committed
they must be faced in such a manner that it is obvious which
“half” is being used.
Warships & Raiders conducting an Intercept!, have a single
Intercept! Action card placed on top of the ship, with the card
turned “sideways” so that, when turned over, the Intercept!
directions are readable.
Raiders laying mines have a single Lay Mines card placed on top
of the ship, with the card placed “vertically,” so that the Action
portion can be read when the card is turned over.
Each British Forces Intercept! of an opposing Warship and/or
recognized Raider or recognized Prize Ship must have a single
Intercept! Action card placed horizontally in front of the player’s
Force.
All other committed Action cards are placed in front of the
player’s Force. Assist cards can only be played in combination
with an Intercept!, Raider Mine attack or submarine torpedo or
mine attack. Assist cards may be identified by having a green
background color in the text portion, where regular Action cards
have a tan background.
ILLEGAL ACTIONS: If an illegal card is inadvertently committed or played, it must be discarded.
3.1.6 Draw Merchantman: At the end of any player’s turn, if
any Merchantmen were sunk or attained safe passage, players
should draw an appropriate number of cards so that each player
starts the next turn with three Merchantmen.
3.1.7 Review Discards: During the course of play, players may
at any time review the top two cards in the discard pile.
3.1.8 Review Victory Awards: During the course of play, players may ask for a summary or review the other players’ Victory
Awards.
3.1.9 Count Action Cards: During the course of play, players
may count the remaining Action cards to be drawn to determine
the number of remaining turns.
3.1.10 Reshuffle: Reshuffle both the Warship & Raider deck and
the Merchantmen deck when either deck is exhausted.
EXAMPLE: One Action Card is placed horizontal and used
to Intercept! another player’s Merchantmen. Two other action
cards have been committed to the Intercept! (placed up front
and inverted).
© 2009 GMT Games, LLC
Kaiser’s Pirates — Living Rules, February 2010
3.2.2 Playing Reaction Cards
Reaction cards are part of the Action card deck, but can be played
during an opposing player’s turn in ‘reaction’ to the play of an
Action card. Reaction cards may be identified by having a blue
background in the text portion, where regular Action cards have
a tan background.
DOUBLE VICTORY AWARDS: If a Prize Ship survives until
the end of a Round or achieves Safe Passage (3.2.6) during a
turn, it is added to the owning player’s Victory Award pile and
is counted at twice its listed Victory Award. If a Prize Ship is
subsequently sunk, only its listed Victory Award is awarded to
the intercepting/attacking player.
Only a single Reaction card may be played to counter each Intercept! or single Action card.
3.2.6 Safe Passage
Whenever an undamaged Merchantman or undamaged Prize
Ship survives an Intercept! including Break Contact or Shallow Run (not Mines or Submarine attacks), it may immediately
attempt to sail to a friendly port. This is called Safe Passage.
Some Action cards, e.g., Fair Seas, also call for a Merchantman
or Prize Ship to attempt a Safe Passage and may also apply a
dice roll modifier.
Reaction cards are played directly from the defending player’s
hand in response to an Action card. (It is not required to “commit” Reaction cards in advance.)
3.2.3 Intercepting Warships, Raiders and Prize Ships
The Intercept! Section of each Action card includes Attack Coins
adjacent to a British White Ensign flag. Players should use the
indicated dice to Intercept! Warships, Raiders, or Prize Ships.
DISGUISED VESSELS: Raiders and Prize Ships are normally
“disguised” vessels and therefore may not be intercepted unless
they are first “recognized” by some action. There are a number
of Action cards that cause a Raider or Prize Ship to be recognized
(and to be disguised again). Once it is recognized, rotate the ship
card 90º to indicate that it is now recognized; rotate it back to a
normal position if it again becomes disguised. The British Forces
may intercept only recognized Raiders or Prize Ships.
WARSHIPS: Warships are considered recognized at all times,
and therefore may be intercepted by the British Forces at any
time. Warships may never disguise their identity.
ASSIST CARDS: Only a committed Surprise Attack or Searchlight card may be used as part of the Intercept!.
VICTORY AWARD: Sunk Warships, Raiders, or Prize Ships are
added to the intercepting player’s Victory Award pile.
3.2.4 Intercepting and Attacking Merchantmen
Merchantmen can be attacked in several ways: with Intercept!
by opposing Warships & Raiders, by Raider or Submarine-laid
mines, and by submarine torpedo attacks, each with the respective
Attack Coins found on their cards. Merchantmen are considered
“recognized” at all times, and therefore may be intercepted at any
time. Merchantmen may never disguise their identity.
ASSIST CARDS: Any number of additional committed Assist
cards may be used as part of the Intercept!.
VICTORY AWARD: Sunk Merchantmen are added to the intercepting/attacking player’s Victory Award pile.
3.2.5 Prize Ships
An Intercept! of a Merchantman may result in its capture. Captured Merchantmen are referred to as Prize Ships and are added
to a player’s back row along with their Warships & Raiders. To
capture a Merchantman, a Boarding Party and/or Non-Combatant
card must be played as part of the Intercept!.
AUTOMATIC RESUPPLY: A Prize Ship automatically provides
re-supply to the intercepting ship, if it has Limited Supply, and
the owning player can remove the Limited Supply marker.
PROCEDURE: Each Merchantman card has its own Safe Passage
Challenge/Response Decision Coins. The owning player rolls
the ‘Challenge’ while any other player rolls the ‘Response’. If
successful, the ship is removed from play and added to the owning player’s Victory Award pile; it is counted at its listed Victory
Award (a Prize Ship at twice the listed Victory Award). If unsuccessful, nothing further happens and play continues normally. A
Merchantman may roll for Safe Passage any number of times.
3.2.7 Rules for Dice Rolls
Most Action cards that are played and other decisions require
dice rolls to determine the outcome. When dice are rolled, they
are rolled “competitively.” There is always an attack or challenge
(successful) roll and a defense or response (unsuccessful) roll.
Players can find which dice they need to roll for a particular effort
within the appropriate “coin” area on the Ship or Action/Solitaire
cards. Opposing players roll the indicated dice, noting which
type of dice and how many to roll, and compare the results to
determine the outcome. Only the single highest number rolled
from each set of dice is used, NEVER add dice together. (See
example in 1.2.)
Intercept! and Attack Resolution: There are three possible
results:
• DAMAGED: If the highest modified attack number rolled
exceeds the highest modified defense number rolled but does
not double it, the ship is damaged and is marked with a Damage
marker.
• SUNK: If the highest modified attack number rolled exceeds
the highest modified defense number rolled and at least
doubles it, the ship is sunk and added to the victorious player’s
Victory Award pile.
• NO EFFECT: If the highest modified attack number rolled
equals or is less than the highest modified defense number
rolled, there is no effect. Note that if a damaged ship is damaged
again, no additional Damage marker is placed—additional
damage has no effect (see optional rule 6.8).
Challenge Resolution: If the highest modified ‘Challenge’
number rolled exceeds the highest ‘Response’ number rolled,
the decision was successful. If the highest modified ‘Challenge’
number rolled equals or is less than the highest ‘Response’ num-
© 2009 GMT Games, LLC
Kaiser’s Pirates — Living Rules, February 2010
ber rolled, the decision was unsuccessful.
Dice Roll Modifiers: Some Action cards or situations call for
one or more modifiers to be added or subtracted from the Attack/Challenge dice roll result or subtracted from the Defense
dice roll result. All of these modifiers are cumulative. A result
may be increased to any value, but is never reduced below a 1
for comparison purposes.
Limited Supply: When a Warship/Raider with Limited Supply
attempts an Intercept!, a –2 modifier applies to the attack dice
roll result (mine laying is not considered an Intercept!). Note that
Limited Supply does not impact a ship’s defensive capability.
Damaged Ships: When a damaged Warship/Raider attempts an
Intercept!, a –2 modifier applies to the attack dice roll result (mine
laying is not considered an Intercept!). When a damaged ship
is intercepted or attacked, a –2 modifier applies to the defense
dice roll result.
Night Action –1: When intercepting at night, a –1 modifier applies to the attack dice roll result.
3.2.9 Example of Play
Here is an example of one complete turn of play. We pick up the
action in the middle of a three player game involving Jeff, Craig,
and Jay (in that order).
Jeff’s Turn
During his turn, Jeff decides to Intercept! Craig’s recognized
Raider Leopard. Thinking he will not have a chance to play it
otherwise, Jeff decides to use the Recalled card for the Intercept!
by placing it facedown in front of his Force with the Intercept!
half (horizontal section) of the card positioned for reading. In
addition, Jeff also places a Surprise Attack card facedown in front
of his Force with the Surprise Attack half (vertical section) of
the card positioned for reading.
Jeff announces the Intercept! against the Leopard by turning up
the Intercept! portion of the Recalled card and also turns up the
Surprise Attack card and announces it as part of the Intercept!.
The only Reaction card Craig has in his hand is a Shallow Run
card—Jeff’s Surprise Attack card precludes its play.
3.2.8 Using Action Cards
After all Committed Action cards are placed facedown on the
table, the owner plays them (turns face up) in any desired order.
As Action cards are played, set them aside
AGAINST MERCHANTMEN: For intercepts of Merchantmen,
announce the target ship and turn the Intercept! Action card face
up that was placed on the intercepting Warship or Raider. If any
other Assist cards are to be part of the Intercept!, turn them face
up at this point.
MINE ATTACK: For Raiders laying mines, announce the action
and turn the Lay Mines card that was placed on the Raider face
up. If any other Assist cards are to be part of the mine attack,
turn them face up at this point.
WARSHIPS, RAIDERS & PRIZE SHIPS: For intercepts of Warships or recognized Raiders and Prize ships, announce the target
ship and turn the Intercept! Action card that was placed in front
of the player’s Force face up. If any other Assist cards are to be
part of the Intercept!, turn them face up at this point.
Jeff selects the blue and green dice as the Attack Coin listed
next to the British White Ensign flag in the Intercept! portion of
the Recalled card. Craig selects a single green die listed as the
Leopard’s Defense Coin.
For all other actions, the player should announce the action
and turn face up the Action card that was placed in front of his
Force.
EXAMPLE: Jeff wants to
attack Craig’s Raider. He
commits one Action Card
horizontally (to conduct
the Intercept!) and one
Action Card vertically as
an Assist Card.
Both players simultaneously roll their dice. Jeff rolls a blue 4 and
a green 6. The 6 is modified to a 8 due to the Surprise Attack card
being part of the Intercept!. Craig rolls a 4. Since Jeff’s modified
result of 8 is at least double Craig’s result of 4, the Leopard sinks
and its card is added to Jeff’s Victory Award pile.
© 2009 GMT Games, LLC
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Kaiser’s Pirates — Living Rules, February 2010
Jeff discards the two Action cards he played and then draws a
new Action card to end his turn.
Craig’s Turn
During his turn, Craig decides that turnabout is fair play and
will now conduct his own Intercept! with the Raider Prinz Eitel
Friedrich and a torpedo attack against Jeff’s three Merchantmen—the Matheran, Lovat and Maria. Since Craig does not
have any Raiders capable of laying mines, he decides to use the
Intercept! portion of a Lay Mines card by placing it facedown
on the Prinz Eitel Friedrich with the Intercept! half (horizontal
section) of the card positioned for reading. In addition, Craig also
places Good Hunting, Boarding Party, and Submarine U-27 cards
facedown in front of his Force, all with the non-Intercept! half
(vertical section) of the card positioned for reading.
ily, Jeff has some defensive
responses available with single
QQQ and Fast Ship cards.
Jeff decides to commit his QQQ
card against the Prinz Eitel
Friedrich by playing that card
directly from his hand; at the
conclusion of the Intercept!,
the Prinz Eitel Friedrich will be
recognized and must be rotated
90º to indicate its new status.
Craig selects the blue and white
dice listed as the Prinz Eitel
Friedrich’s Attack Coin (not the
blue and red dice Attack Coin
in the Intercept! portion of the
Lay Mines card). Jeff selects a
single green die listed as the
Matheran’s Defense Coin.
Both players simultaneously
roll their dice. Craig rolls a blue
5 and a white 2 and Jeff rolls a
6. Since Craig’s result of 5 is
not greater than Jeff’s result
of 6, the Intercept! had no effect. Since the Matheran was
not damaged or sunk, it now
attempts Safe Passage.
Jeff selects a single white die listed as the Matheran’s ‘Challenge’
Coin. Craig selects a single green die listed as the Matheran’s
‘Response’ Coin.
Craig announces the Intercept! against two of Jeff’s Merchantmen, the Matheran and the Lovat, by turning up the Intercept!
portion of the Lay Mines card on the Prinz Eitel Friedrich and also
turning up the Good Hunting card, announcing it as part of the
Intercept!. (As you can see, the Good Hunting card allows him
to make two Intercept! attempts with a single ship.) Since Craig
plans to board the Lovat second, the Boarding Party card is not
yet turned up—he does not want to give anything away. Luck-
Both players simultaneously roll their dice. Jeff rolls a 5 and Craig
rolls a 4. Since Jeff’s result of 5 is greater than Craig’s result of
4, the Matheran was successful and achieves Safe Passage. The
Matheran’s card is added to Jeff’s Victory Award pile.
Craig now announces the attempt to board the Lovat by turning up the Boarding Party card and announcing it as part of the
Intercept!. Jeff decides it’s a good time to play the Fast Ship
card to prevent the Lovat’s looming capture by playing that card
directly from his hand.
Jeff’s three Merchantmen
© 2009 GMT Games, LLC
Kaiser’s Pirates — Living Rules, February 2010
Craig again selects the blue and
white dice listed as the Prinz Eitel Friedrich’s Attack Coin. Jeff
selects a single green die listed
as the Lovat’s Defense Coin.
Both players simultaneously
roll their dice. Craig rolls a
blue 8 and a white 2. The 8
is modified to a 6 due to the
Fast Ship card being part of the
Intercept!. Jeff rolls a 2. Since
Craig’s modified result of 6 is at
least double Jeff result of 2, the
Lovat is captured and added to
Craig’s Force as a Prize Ship. Per the Boarding Party card rules,
if Craig’s result was not at least double Jeff’s result, there would
have been no effect to the Lovat.
Craig now announces his final
action by turning up the U-27
card. Since the Matheran was
successful at Safe Passage
and the Lovat was captured
as a Prize Ship that leaves the
Maria as the only remaining
target. The Maria has a Damage marker present, having
been damaged during a previous turn.
Craig selects the blue, white,
and red dice listed on the U27 card as the Torpedo Attack
Coin. Jeff selects a single white die listed as the Maria’s Defense
Coin.
Both players simultaneously roll their dice. Craig rolls a blue
4 a white 5 and a red 3 and Jeff rolls a 2; the 2 is modified to a
1 since the Maria is damaged (0 is not used because a result is
never reduced below a 1). Since Craig’s result of 5 is at least
double Jeff’s modified result of 1, the Maria is sunk and its card
is added to Craig’s Victory Award pile.
Craig discards the four Action cards he played; Jeff then discards the two Reaction cards he played. Craig draws a new
Action card to end his turn. Jeff draws three new replacement
Merchantmen cards.
11
Jay’s Turn
During his turn, Jay decides that the opportunity to sink the nowrecognized Raider Prinz Eitel Friedrich looks too good to pass up
and also decides to attack all of Craig’s Merchantmen by laying
mines. Jay decides to use a Fair Seas card for the Intercept! by
placing it facedown in front of his Force with the Intercept! half
(horizontal section) of the card positioned for reading. Since
Jay has the Raider Meteor as part of his Force, he places a Lay
Mines card facedown on the Meteor with the non- Intercept! half
(vertical section) of the card positioned for reading. In addition,
Jay places Intelligence and Deception cards facedown in front
of his Force, both with the vertical half of the card positioned
for reading.
Jay announces the Intercept!
against the Prinz Eitel Friedrich
by turning up the Intercept!
portion of the Fair Seas card.
We know that Craig has the
Shallow Run card in his hand.
He decides that this is a perfect
opportunity for an escape and
plays it directly from his hand
as a Reaction. The Shallow Run
automatically cancels the Intercept!, but Craig must determine
if the Prinz Eitel Friedrich is
damaged while escaping across
the shoal.
Craig selects the blue and red dice listed as ‘Challenge’ Coin
on the Shallow Run card; Jay selects a single blue die listed as
‘Response’ Coin on the Shallow Run card. Both players simultaneously roll their dice. Craig rolls a blue 6 and a red 3 and Jay
rolls a 9. Since Craig’s result of 6 does not exceed Jay’s result
of 9, the Prinz Eitel Friedrich is unsuccessful and therefore is
damaged crossing the shoal. A
Damage marker is placed on the
Prinz Eitel Friedrich.
Jay now announces that he is
laying mines by turning up the
vertical portion of the Lay Mines
card. The mines individually
attack all three of Craig’s Merchantmen, the Bowes Castle,
the Invercoe, and the Mount
Temple, in any desired order.
Jay elects to start with the
Bowes Castle.
Jay selects the blue and red dice
listed on the Lay Mines card as the Mine Attack Coin. Craig selects
a single white die listed as the Bowes Castle’s Defense Coin.
Both players simultaneously roll their dice. Jay rolls a blue 7
and a red 2 and Craig rolls a 4. Since Jay’s result of 7 is more
than, but not double, Craig’s result of 4, the Bowes Castle’s is
damaged and is marked with a Damage marker.
© 2009 GMT Games, LLC
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Kaiser’s Pirates — Living Rules, February 2010
Moving to the next ship, Jay again selects the blue and red dice;
Craig selects a single red die listed as the Invercoe’s Defense
Coin.
Both players simultaneously roll their dice. Jay rolls a blue 3
and a red 4 and Craig rolls a 2. Since Jay’s result of 4 is at least
double Craig’s result of 2, the Invercoe is sunk and its card is
added to Jay’s Victory Award pile.
For a final time, Jay selects the blue and red dice; Craig selects a
single blue die listed as the Mount Temple’s Defense Coin.
Both players simultaneously roll their dice. Jay rolls a blue 5 and
a red 1 and Craig rolls a 5. Since Jay’s result of 5 is not greater
than Craig’s result of 5, the attack had no effect. However, the
Mount Temple may not attempt Safe Passage as a result of the
mine attack. (Safe Passage may only be attempted after an Intercept! attack.)
Jay now plays his two remaining committed Action cards. He
turns up the Deception card and
places it with Jeff’s Force. He
could have played it on Craig,
but he decided to spread things
around.
Jay then turns up the Intelligence card. All along he planned
to use it to review and reorder
the next set of Action cards to be
drawn, so there was no reason
to reveal the card earlier. He
secretly draws the top three Action cards (three players—three
cards) and after determining the
best order, Jay secretly returns
the three Action cards to the
top of the Action card deck. Jay
now knows the Action card he
will draw plus the Action cards
Jeff and Craig will each draw
during their next turns (assuming another Intelligence card is
not played).
Each Action card has a unique function
in addition to its ability to Intercept!
Warships & Raiders, Prize Ships, or
Merchantmen. Unless specifically indicated, Action cards may be played, and
their modifiers or results combined, in
a single Intercept!. The number given
indicates the available quantity of each
card type (but remember, due to “Fog
of War,” some cards will not be used in
a Round.) The Action card deck (which
includes Reaction and Assist cards) totals 100 cards.
3.3.1 AMC [Reaction Card] (2)
The Armed Merchant Cruisers (AMC) HMS Alcantara and
HMS Carmania automatically intercept the Warship or Raider
attempting an Intercept! against a Merchantman. Resolve the two
simultaneous combats in any order with the results applied only
after both sides resolve each Intercept!. If the Warship or Raider
is sunk, add it to the AMC player’s Victory Award pile, scoring
the listed Victory Award; if it is damaged place a Damage marker
on the ship. If the AMC is sunk, add it to the Warship or Raider
player’s Victory Award pile, scoring the listed Victory Award. If
the AMC is damaged or receives no result, discard it normally.
If the original Intercept! Action card was a Night Action, the –1
modifier applies to both players’ attack results. All other committed Action cards included in this Intercept! have no effect against
the AMC, e.g., Boarding Party, with the exception of a Surprise
Attack or Searchlight cards which only applies to the Intercept!
from the Warship or Raider. If the original intercepting ship is a
Raider, it is also automatically recognized.
The Merchantman originally designated for Intercept! is ignored,
and may not be intercepted again during the current turn by the
attacking player.
Jay discards three Action cards;
the Deception card was placed
on Jeff and it will not be discarded until the end of Jeff’s next turn. Craig then discards the
single Reaction card he played. Jay draws a new Action card
to end his turn. Craig draws a single new Merchantman card to
replace his losses.
It is now Jeff’s turn again.
3.3 Summary of Action Cards
3.3.2 Blockade Runner (2)
May provide re-supply for each Warship & Raider with Limited
Supply in the friendly player’s Force, including those ships in
an Island Refuge using the Challenge/Response coins. Roll individually for each ship. If successful, remove the Limited Supply
marker. Note if one or more Prize Ships are part of the friendly
player’s Force, a single +2 modifier is applied to the ‘Challenge’
result for each attempt.
3.3.3 Boarding Party [Assist Card] (6)
Must be played in addition to a Warship or Raider Intercept!.
Instead of trying to sink a single undamaged Merchantman,
the Warship or Raider attempts to capture it as a Prize Ship. A
‘damaged’ result is ignored—no Damage marker is placed. If a
‘sunk’ result is obtained, the Merchantman is instead captured
and added to the friendly player’s Force as a Prize Ship. A Prize
Ship also automatically provides re-supply only to the intercepting ship if it has Limited Supply—remove the Limited Supply
marker. If the Merchantman is not captured, roll normally when
determining Safe Passage.
© 2009 GMT Games, LLC
Kaiser’s Pirates — Living Rules, February 2010
3.3.4 Bounding Main [Team Game] (1)
This card is typically used only during 4-player team games. In
non-team games this card may be used as just the British Forces.
It causes the next (opposing) player’s Turn to be skipped. This
enables back-to-back team turns. After the player completes his
Turn by drawing a new Action Card, the next player is skipped.
If the skipped player has a Deception or Fog Bank card in front
of his force, that card is retained until the player executes his
next Turn.
3.3.5 Break Contact [Reaction Card] (2)
May cancel an Intercept! against a Warship, Raider, Prize Ship or
Merchantman using the Challenge/Response coins. A –2 modifier
is applied to the ‘Challenge’ result for each situation if the target
ship is damaged and/or with Limited Supply. If successful, the
Intercept! is cancelled. This card may not be played during a
Night Action, if the ship is in an Island Refuge, in response to a
Surprise Attack card, or against a torpedo or mine attack.
3.3.6 Breakdown (1)
The player attempts to damage any
single opposing undamaged Warship or
Raider using the Challenge/Response
coins. A Raider may be recognized or
unrecognized. If successful, place a
Damaged Marker on the ship.
The Intercept! portion of this card
represents a specific ship as the British
Forces—HMS Glasgow (2 6-inch and
10 4-inch guns). The Attack Dice listed
next to the ship’s image are more powerful than the typical British
Forces Intercept!. Historically, HMS Glasgow was instrumental
in the sinking of both SMS Leipzig and SMS Dresden.
3.3.7 Breakout (3)
By using the Challenge/Response coins, if the ‘Challenge’ result
exceeds the ‘Response’ result, the player draws a single ship
card from the Warship & Raider deck and adds it his Force. If
the ‘Challenge’ result is at least double the ‘Response’ result, he
draws two ship cards and adds them both to his Force.
3.3.8 Collier (1)
Automatically re-supplies all ships in the friendly player’s Force,
including those ships in an Island Refuge. Remove all Limited
Supply markers.
3.3.9 Damage Control (4)
Automatically repairs a single friendly damaged Warship, Raider,
Prize Ship, or Merchantman, including those ships in an Island
Refuge. Remove the Damage marker.
3.3.10 Deception (2)
This card is placed with an opposing player’s Force. During that
player’s next turn, he may play only a single Action card, which
is randomly drawn from his hand. It is the only card played during this turn. The player must execute the non-Intercept! portion
of the card. If the action is illegal or has no effect, the card is
ignored. The selected Action card is then discarded along with
13
the Deception card. The player draws normally to end his turn.
While the Deception card is awaiting play for a turn, the player
may play Reaction cards normally. A player may never have both
a Deception and Fog Bank cards awaiting play for the same turn,
which means if he already has one of these cards, you may not
play the other on him.
3.3.11 Exchange Information [Team Game] (1)
This card is typically used only during 4-player team games. In
non-team games this card may be used as just the British Forces.
The player and his teammate may freely exchange any number of
Action Cards from their respective hands. The number of cards
exchanged need not be equal and either player may receive cards
without exchanging any cards. The players should not specifically discuss their Action Cards or look at each other’s hands.
They may, however, make general statements like, “I need some
reaction cards.”
3.3.12 Fair Seas (2)
The player attempts Safe Passage with one of his undamaged
Prize Ships or Merchantmen using the Challenge/Response
coins found on the Merchantman card. A +1 modifier is applied
to the ‘Challenge’ result. If successful, the ship achieves Safe
Passage.
3.3.13 Fast Ship [Reaction Card] (2)
A –2 modifier is applied to the attack result when a Raider
intercepts a Merchantman. This card may not be played by a
damaged Merchantman and may not be played during a Night
Action or in response to a Surprise Attack card. It may not be
played against a Warship.
3.3.14 Fog Bank (2)
This card is placed with an opposing
player’s Force. During that player’s
next turn, they may not play any Action cards nor draw a card at the end
of their turn. The Fog Bank card is
simply discarded. Until the Fog Bank
card is discarded, the player may not
be intercepted or attacked; only a Heavy
Weather card may be played against the
player. A player may never have both a
Fog Bank and Deception cards awaiting play for the same turn, which means if he already has one of
these cards, you may not play the other on him.
3.3.15 Good Hunting [Assist Card] (4)
Played in addition to a Raider Intercept!. With this card a Raider
intercepts two Merchantmen with a single Intercept! Action
card. Roll individually for each Intercept!. Reaction cards may
be played for each Merchantman. A Slim Pickings card may be
played in Reaction.
3.3.16 Heavy Weather (2)
All damaged Warships, Raiders, Prize Ships or Merchantmen of
an opposing player’s Force must each check for foundering using the Challenge/Response coins. If successful, each foundered
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ship is removed from play and placed face up at the bottom of
their respective Ship deck. No Victory Award is received for
foundered ships. Ships in an Island Refuge are unaffected by
Heavy Weather.
3.3.17 Intelligence (2)
The player may secretly review one opposing player’s entire
hand or may secretly review and reorder the next “turn’s worth”
of cards to be drawn from the Action card deck. In a four player
game, that means the next four cards; the next three cards in a
three player game; or the next two cards in a two player game.
3.3.18 Interned (1)
The player attempts to make an opposing Warship, recognized Raider,
or recognized Prize Ship “put into a
neutral port” using the Challenge/Response coins. A +2 modifier applies to
the ‘Challenge’ result for each situation
if the ship is damaged and/or marked
as having Limited Supply (meaning
a ship that is both damaged and in
Limited Supply has a +4 modifier). If
successful, place the ship face up at the
bottom of its respective Ship deck. No Victory Award is received
for interned ships.
3.3.19 Interrogate (5)
The player attempts to “recognize” a single Raider or Prize Ship
using the Challenge/Response coins. If successful, the ship is
recognized and the player immediately intercepts it with the Attack Coin listed on the card. A Raider in an Island Refuge may
not be interrogated. This card may not be played in combination
with an Assist card. Reaction cards cannot prevent interrogation.
If recognized, the defending player may play a Reaction card
normally, but may not use a Reflag card until the Intercept! is
resolved. Players may not interrogate recognized Raiders or
Prize Ships.
3.3.20 Island Refuge (2)
Automatically provides a sanctuary for a single friendly Warship
or Raider. Place the Island Refuge card over the desired ship to
show it is “at” the Island Refuge. A ship must stay in an Island
Refuge at least one turn, but may stay for as many turns as desired.
The turn it enters an Island Refuge, and each subsequent turn it
stays there, a ship may make an attempt to both re-supply and
repair using the Challenge/Response coins. Each effort is rolled
separately. If successful, remove the Damage marker and/or the
Limited Supply marker.
While in an Island Refuge, a ship may only be intercepted by a
Monitor. A Raider may not be interrogated. A ship is also unaffected by Heavy Weather and Rendezvous Missed cards. A ship
may not attempt an Intercept! or Lay Mines while in an Island
Refuge or the turn it exits. To exit an Island Refuge, simply
remove the card any time during a friendly turn and discard
it. A Raider is automatically hidden from recognition when it
enters.
3.3.21 Lay Mines (2)
This card can only be played if the player activates a mineequipped Raider. The mines attack all the Merchantmen (not Prize
Ships) of an opposing player. The defending player can void the
attack by playing a Minesweeper card in Reaction.
3.3.22 Minesweeper [Reaction Card] (2)
Automatically removes Raider or Submarine laid mines before
they attack any Merchantmen.
3.3.23 Mistaken Identity [Reaction Card] (1)
After a Merchantman is sunk, the player
attempts to exchange any single sunk
Merchantman from his Victory Award
Pile for this Merchantmen just sunk
using the Challenge/Response coins.
If successful, the two Merchantmen
cards are exchanged and placed in the
respective Victory Award Piles.
The Intercept! portion of this card
represents a specific ship as the British
Forces—HMS Highflyer (11 6-inch and
9 12-pdr guns). The Attack Dice listed next to the ship’s image are
more powerful than the typical British Forces Intercept!. Historically, HMS Highflyer sank SMS Kaiser Wilhelm der Grosse.
3.3.24 Monitor (1)
Intercepts any single Warship or Raider in an Island Refuge. A
+2 modifier is applied to the attack result, since the Warship or
Raider is considered a stationary target.
3.3.25 Non-Combatant [Reaction Card] (3)
When this card is played, a –2 modifier
is applied to the attack result when an
undamaged Merchantman is intercepted by a Warship or Raider. A ‘damaged’
result is ignored—no Damage marker is
placed. If a ‘sunk’ result is obtained, the
Merchantman is instead captured and
added to the opposing player’s Force as
a Prize Ship. It also automatically provides re-supply to the intercepting ship
if needed.- Remove the Limited Supply
marker. If the Merchantman is not captured, apply a +2 modifier
to the ‘Challenge’ result when determining Safe Passage.
3.3.26 Pull the Plug [Reaction Card] (1)
When an Intercept! is announced against a friendly damaged or
undamaged Warship, Raider or Prize Ship, the Intercept! is cancelled and the target ship is scuttled and automatically removed
from play. Place the ship face up at the bottom of the respective
Ship Deck. No Victory Award is received for scuttled ships.
3.3.27 QQQ [Reaction Card] (2)
Automatically recognizes a Raider after it intercepts a Merchantman.
© 2009 GMT Games, LLC
Kaiser’s Pirates — Living Rules, February 2010
3.3.28 Q-Ship [Reaction Card] (2)
The Q-Ships Q-7 Penhurst and Q-19
Privet automatically attack a submarine
attempting to launch a torpedo attack.
The Q-Ship first attempts to lure the
submarine into a “surface gun duel,”
using the Challenge/Response coins on
its card. If successful, both the Q-Ship
and the submarine use their respective
“guns” coins to resolve the simultaneous attacks in any order. The results
are only applied after both sides have
resolved each attack. If the submarine is sunk, its card is added to
the Q-Ship player’s Victory Award pile, scoring the listed Victory
Award. If the sub is damaged or no damage results, it is discarded
normally. If the Q-Ship is sunk, it is added to the submarine
player’s Victory Award pile, scoring the listed Victory Award; if
it is damaged or no damage results, it is discarded normally.
If the Q-Ship is unsuccessful in luring the submarine into a gun
duel, the submarine attacks the Q-Ship first with its torpedoes,
applying any results. If the Q-Ship is not sunk, it then attacks
the submarine with its depth-charges (DC) applying any damage
results it may have received. Again, only ‘sunk’ results score
Victory Awards.
The Merchantman originally designated for the torpedo attack
is ignored.
3.3.29 Razzle-Dazzle [Reaction Card] (1)
May cancel a submarine torpedo attack using the Challenge/Response coins. A successful result cancels the attack.
3.3.30 Recalled [Reaction Card] (1)
After sinking a Merchantman, the intercepting Warship or Raider (whether
recognized or not) may be ordered
to return to a friendly port, using the
Challenge/Response coins. If successful, the Warship or Raider is removed
from play and placed face up at the
bottom of the Warship & Raider deck.
No Victory Award is received for a recalled Warship or Raider. The original
sunk Merchantman is still placed in
the intercepting player’s Victory Award pile. This card can be
played in the “middle” of the active player’s turn-any time after
he has sunk a Merchantman-and could prevent further attacks
from cards like Shipping Lanes or Good Hunting.
3.3.31 Recon Aircraft (2)
The player automatically draws two random Action cards from
an opposing player’s hand and adds them to his own hand. Both
Recon Aircraft cards may be played during the same turn, against
the same or different players.
15
3.3.32 Reflag [Reaction Card] (5)
Automatically hides a friendly Raider
or Prize Ship from recognition. The
Reflag card is a special case in that it
may also be played by the player executing a turn in reaction to something
that caused his ship to be recognized,
e.g., a QQQ card. If played in response
to an AMC or Interrogate cards, those
actions are resolved completely before
the Reflag card can be played. The
Reflag card is the only Reaction card
that may also be played during a player’s turn as a “committed”
Action card to hide a Raider or Prize Ship from recognition when
it starts his turn recognized. Its split blue-tan background color
indicates the Reaction/Committed play options.
3.3.33 Rendezvous Missed (2)
Each Warship or Raider (recognized or not) of an opposing
player, except those located in an Island Refuge, must check
for Limited Supply using the Challenge/Response coins. Roll
individually for each ship. If successful, place a Limited Supply
marker on the ship; only a single marker may be placed. Note if
one or more Prize Ships are part of the player’s Force, a single –2
modifier is applied to the ‘Challenge’ result for each attempt.
3.3.34 Sail Q-Ship [Reaction Card] (1)
The Sail Q-Ship Q-21 Prize automatically attacks a submarine
attempting to launch a torpedo attack against a Merchant Sailing
Ship (see Optional Rule 6.11). The Sail Q-Ship first attempts to
lure the submarine into a surface gun duel using the Challenge/
Response coins. If successful, both the Q-Ship and the submarine
use their respective guns to resolve the simultaneous attacks in
any order. The results are only applied until after both sides have
resolved each attack. If the submarine is sunk, its card is added
to the Sail Q-Ship player’s Victory Award pile scoring the listed
Victory Award; if it is damaged or no damage results, discard
it normally. If the Sail Q-Ship is sunk, add it to the submarine
player’s Victory Award pile scoring the listed Victory Award.
If the Sail Q-Ship is damaged or no damage results, discard it
normally.
If the Sail Q-Ship is unsuccessful in luring the submarine into a
gun duel, the submarine attacks the Q-Ship with its torpedoes,
applying any results. The Sail Q-Ship does not carry depthcharges (DC) so it may not attack the submarine if it survives.
Again, only ‘sunk’ results score Victory Awards.
The Merchantman originally designated for the torpedo attack
is ignored.
3.3.35 Scuttle (2)
Automatically removes a single friendly damaged Warship,
Raider, or Prize Ship from play. Place the ship face up at the
bottom of the respective Ship deck. No Victory Award is received
for scuttled ships.
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3.3.36 Searchlight [Assist Card] (1)
Played in addition to a British Forces, Warship or Raider Intercept!. The British Forces or a Warship or Raider applies a +3
modifier to the attack result of a Night Action –1 ‘Intercept!’.
If combined with Good Hunting or Shipping Lanes cards, the +3
modifier applies to each individual attack.
The Intercept! portion of this card represents a specific ship as
the British Forces—HMS Pegasus (8 4-inch and 10 3-pdr guns).
The Attack Dice listed next to the ship’s image are more powerful than the typical British Forces Intercept!. Historically, SMS
Königsberg sank HMS Pegasus.
3.3.37 Second Chance (2)
After drawing a card to end his current turn, the player immediately receives an additional turn. Wireless Intercept or another
Second Chance card may not be played during the additional
turn.
3.3.38 Shallow Run [Reaction Card] (2)
The card allows a Warship, Raider,
Prize Ship, or Merchantman to automatically escape an Intercept! before
it is resolved. However, the ship must
determine if it escaped unscathed or
was damaged crossing the shoal, using
the Challenge/Response coins. If unsuccessful the ship is damaged—place
a Damage marker on the ship. If the ship
is already damaged, apply a –2 modifier
to the Challenge roll. As an exception
to the effects of multiple damage results, if a ship that is already
damaged is unsuccessful, the ship is sunk instead—the original
intercepting player adds the ship to his Victory Award pile.
This card may not be played during a Night Action, if the ship
is in an Island Refuge, or in response to a Surprise Attack card
or a torpedo or mine attack.
3.3.39 Shipping Lanes [Assist Card] (4)
Played in addition to a Warship Intercept!. With this card a Warship intercepts all three Merchantmen with a single Intercept!
Action card. Roll individually for each Intercept! Reaction cards
may be played for each Merchantman. A Slim Pickings card may
be played in Reaction.
3.3.40 Slim Pickings [Reaction Card] (2)
Automatically cancels an Intercept! announced against a single
Merchantman or reduces an Intercept! announced in conjunction
with a Good Hunting or Shipping Lanes cards to an Intercept!
against just a single Merchantman.
3.3.41 Special Cargo [Assist Card] (1)
Played in addition to a Warship or Raider Intercept!, Raider Mine
attack, or a Submarine Torpedo or Mine attack. All Merchantmen sunk as a result of an individual Intercept!, torpedo attack
or mine attack are counted at twice their listed Victory Award.
This card may also be combined with Shipping Lanes or Good
Hunting cards.
The Intercept! portion of this card represents a specific ship as
the British Forces—HMS Sydney (6 6-inch guns). The Attack
Dice listed next to the ship’s image are more powerful than the
typical British Forces Intercept!. Historically, HMS Sydney sank
SMS Emden.
3.3.42 Submarines U-27 & U-41 (2)
Attacks a single Merchantman (not Prize Ships—see Optional
Rule 6.9) with torpedoes. Q-Ship, Sail Q-Ship or Razzle-Dazzle
cards may be played in Reaction.
3.3.43 Submarines UC-16 & UC-29 (2)
Attacks a single Merchantman (not Prize Ships—see Optional
Rule 6.9) with torpedoes or lays mines. The mines attack all the
Merchantmen (not Prize Ships) of an opposing player. Q-Ship,
Sail Q-Ship or Razzle-Dazzle cards may only be played in Reaction to a torpedo attack. A Minesweeper card may only be played
in Reaction to mine laying.
3.3.44 Surprise Attack [Assist Card] (3)
Played in addition to a British Forces, Warship or Raider Intercept!. The British Forces or a Warship or Raider applies a +2
modifier to the attack result of an Intercept!. If combined with
Good Hunting or Shipping Lanes cards, the +2 modifier applies
to each individual attack. Only a single Surprise Attack card may
be used per Intercept!.
3.3.45 Transfer Command (2)
The player attempts to transfer a single Warship or recognized
Raider or recognized Prize Ship to his Force from an opponent’s
Force, using the Challenge/Response coins. If successful, the ship
is moved to the player’s Force. The transferring ship retains any
recognition, damage or Limited Supply status.
3.3.46 Trap [Reaction Card] (2)
The intercepted Merchantman is armed!
The Merchantman and the Warship or
Raider use their respective Attack Coins
(located on the Trap card for the Merchantman) to resolve the simultaneous
combat in any order, with the results
only applied after both sides are finished If either ship is sunk, it is added
to the opposing player’s Victory Award
pile. Damage is recorded normally. If
the original Intercept! Action card was
a Night Action, the –1 modifier applies
to both player’s attack result. All other committed Action cards
included in this Intercept! are treated normally—a Surprise
Attack or Searchlight card only applies to the Intercept! from
the Warship or Raider. If the intercepting ship is a Raider, it is
automatically recognized.
3.3.47 Wireless Intercept (2)
The player automatically adds the top two cards from the Action
card discard pile to his hand. Only one Wireless Intercept card
may be played per turn. This card may not be played during a
Second Chance turn.
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4.0 Team Game Rules
As an option in four player games, there may be two teams
of two players each. The players coordinate their efforts to
achieve a group victory. As a general rule, teammates still play
an individual game and may not look at each other’s hands, or
specifically discuss their Action cards. They may not exchange
Action cards other than by the play of the Exchange Information
card. They may, however, make general statements like “I have
a strong defensive hand,” but these communications should not
in any way impede play. Players should adhere to the spirit of
this rule and not try to obtain any unfair advantage.
4.1 Teammates alternate their seating position around the
table.
4.2 Teammates may never deliberately do anything that might
sink or damage a teammate’s ship. Victory Awards are never
received for a teammate’s ship.
4.3 Actions described as taking place against an opposing player
must be played against a member of the opposing team.
4.4 Actions described as taking place with a friendly player or
ships only apply to the player who is taking the action. For example, a player may not remove a teammate’s Damage marker.
4.5 Reaction cards may not be played by a player in response to
actions taken against a teammate.
5.0 Solitaire Rules
A single live player plays against a ‘phantom-player’ (PP) using
these solitaire rules. Players should familiarize themselves with
all of the ‘live-player’ (LP) rules before embarking on a solitaire game. Since in a solitaire game the live-player uses those
rules, with just a few exceptions (noted below), it is important
to completely understand them. In addition, review the Action
cards closely, since the Solitaire cards only provide abbreviated
descriptions of the various actions.
Remember, as with any solitaire game, the live-player must roll
the dice for both sides and at times is required to make logical
decisions, e.g., target selections that are in the best interest of the
phantom player. Making solid choices will improve the gaming
experience.
5.1 The Solitaire Deck
A unique aspect of the game is the ability for a single player to
battle a “phantom” player in action much like in a live two-player
game. The Solitaire cards work with the Action cards to simulate
all aspects of the game. The Solitaire cards are also “double-use”
cards. With these cards, one section contains the phantom player’s
two possible defensive actions (and a few with special actions),
while the other section contains the four possible offensive actions. These cards are a hybrid of the Action cards and basically
summarize the actions possible with those cards.
Solitaire Cards
4.6 A ship returning from an Island Refuge may automatically
transfer to a teammate.
4.7 If a player receives two new Warships or Raiders as a result
of Breakout card, either one of the two ships may be added to
the teammate’s Force. A single ship result adds it to the friendly
player’s Force who took the action.
Two
Defensive
Actions
Four
Offensive
Actions
4.8 Each player maintains his own Victory Award pile and team
members score individual Round Points for their team. So, for
a Round, a team could score (excluding ties) from a high of 7 (4
+ 3) to a low of 3 (2 + 1) Round Points.
4.9 At the end of a Round, teammates may pool and freely exchange their remaining Warships or Raiders when deciding what
if any ships are retained for next round.
4.10 At the end of the Game, the team with the highest combined
Round Point total is declared the winner.
Special
Actions
5.2 Solitaire Operational Setup
Organize the Solitaire Deck along with the other three decks.
Remove the two Intelligence, two Wireless Intercept, Bounding Main, Breakdown, Exchange Information, Mistaken Identity,
Pull the Plug, Sail Q-Ship, Searchlight, and Special Cargo cards
from the Action Card Deck.(since those cards are not utilized in
solitaire games.) Shuffle all four decks.
5.2.1 Randomly remove 48 Action cards—resulting in a play
deck of 40 cards.
5.2.2 Deal both sides three Warships and/or Raiders, three
Merchantmen, and six Action cards. Keep the phantom player’s
hand hidden and set it aside, since those cards are not used when
determining the phantom player’s actions for the turn—that is
what the Solitaire cards provide.
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5.2.3 For the first Round, use any desired method to determine
who plays first.
5.2.4 At the completion of each Round, count the Victory Awards
and assign the Round Points. The player decides which ships, if
any, to carry over for both sides into the subsequent Rounds.
5.2.5 For the subsequent Rounds, reshuffle the Action card and
Solitaire card decks. Deal the appropriate number of Action
cards.
5.3 Solitaire—Playing the Game as the Live
Player (LP)
This section outlines the rule changes for the live-player, (LP)
who follows the normal rules with the following exceptions:
5.3.1 All Action card discards are made facedown. The Action
card discard pile remains hidden from view throughout play.
section of the card. If it is blank, there is no special action
included with the Intercept!. If a Special Action is listed, continue to draw additional cards until receiving a blank section,
a duplicate action, or an illegal action, e.g., Shipping Lanes
with a Raider Intercept! or Reflag. All legal Special Actions
are applied to the Intercept! including the first occurrence
of a duplicate. Select a target or targets by best choice or
random selection. Once the Intercept! is completed, the PP’s
turn continues by drawing another single card and rolling a
red die.
4. Whenever a 3 or a 4 is rolled and the action also has “(ET)”
noted, the PP’s turn ends, once the listed action is completed.
If the action cannot be completed, e.g., it calls for Transfer
Command and all of the LP’s ships are unrecognized Raiders,
the action is ignored and the PP’s turn ends.
5.3.2 When a Recon Aircraft card is played, the two cards are
randomly drawn from the PP’s hand. This is the only purpose
the PP’s hand serves during a Round.
5. If a 3 or 4 action does not include an “(ET),” the action is
completed and the PP’s turn continues by drawing another
single card and rolling a red die. If that action cannot be
completed, the action is ignored and the PP’s turn continues
by drawing another single card and rolling a red die.
5.3.3 Whenever the LP intercepts a PP ship, draw a single Solitaire card for each intercept. Draw a single Solitaire card for each
torpedo attack and a single card for each time mines are laid—not
for each Merchantman attacked by mines. Roll a red die and reference the Defensive Actions section of the card. There are two
possible outcomes—one if a 1 or a 3 is rolled and another if a 2
or a 4 is rolled. Apply the listed reaction if it matches the LP’s
action. If “No Response” is the result or the listed reaction does
not match the LP’s action, e.g., Minesweeper vs. an Intercept!,
no reaction is applied.
7. If the PP’s action is an Island Refuge, select a ship with damage or Limited Supply or a recognized Raider first, otherwise
by best choice or random selection. Do not place the Solitaire
card on the ship; just pull the ship slightly out of line. Ships
remain in an Island Refuge until any damage or Limited
Supply is removed. Otherwise, they return the next turn.
5.4 Solitaire—Playing the Game as the Phantom
Player (PP)
This section outlines the rules for the phantom player.
5.4.1 Reshuffle the Solitaire deck if all of the cards have been
played, or at the end of every PP turn.
5.4.2 Just like the LP, the PP draws an Action card at the end
of each turn. Without examining it, it is placed facedown in the
discard pile; it is not added to the PP’s hand.
5.4.3 Since the PP uses the Solitaire cards to determine what
actions to conduct, a PP’s turn may entail the use of one or more
Solitaire cards. The following rules are used for each card:
1. Draw a single card and roll a red die. Reference the Actions
section of the card. If a 1 is rolled, the PP’s turn is over.
2. If a 2 is rolled and the listed action cannot be completed, e.g.,
calls for a Warship Intercept! and the PP does not have any
Warships, or all the PP’s Warships have already conducted
an Intercept!, or it calls for an Intercept! and all the LP’s
Merchantmen have already been intercepted, the action is
ignored. The PP’s turn ends.
3. If a 2 is rolled and the listed action can be completed, draw
an additional Solitaire card. Reference the Special Actions
6. If the PP’s action is Deception or Fog Bank, do not place the
Solitaire card on the LP; just remember the upcoming action.
Unlike Action cards, Solitaire cards are not removed from
the deck.
8. If the PP’s action is a Recon Aircraft, two cards are randomly
drawn from the LP’s hand and placed facedown in the discard
pile; they are not added to the PP’s hand.
9. If a Deception card was played on the PP, for the PP’s next
turn draw a single Solitaire card and roll a red die. If a 1 or
a 3 is rolled, the 3 listed action is completed if possible; if a
2 or 4 is rolled, the 4 listed action is completed if possible.
The PP’s turn ends.
10.If a Recon Aircraft card was played on the PP, for the PP’s
next turn draw a single Solitaire card and roll a red die. Follow the steps in 5.4.3 #9 above and if possible, carry out the
listed action. The PP’s turn ends.
11.When the PP action is Interrogate, there are three different
directions for which of the LP’s ships should be picked. If the
cards says, “Low VA,” the unrecognized Raider or Prize Ship
with the lowest Victory Award is targeted. If the cards says,
“High VA,” target the unrecognized Raider or Prize Ship with
the highest Victory Award. In either case, if more than one
ship has the same Victory Award, decide which is targeted
randomly. If the cards says “Random,” target any randomly
selected unrecognized Raider or Prize Ship’. If the LP does
not have any Raiders or Prize Ships or all of the LP’s Raiders
or Prize Ships are already recognized, the action is ignored
and the PP’s turn continues by drawing another single card
© 2009 GMT Games, LLC
Kaiser’s Pirates — Living Rules, February 2010
and rolling a red die.
12.At the end of the PP’s turn, if one or more of its Raiders or
Prize Ships are recognized draw a single Solitaire card. If it
lists the “Reflag” Special Action, select by best choice or by
random selection the ship to hide from recognition.
5.5 Solitaire—Example Turns
We recommend you have the various cards referenced below at
hand while reading through these example turns. We pick up the
action during the middle of a solitaire game involving Mike.
5.5.1 It is the start of the PP’s turn, so Mike turns over the top
Solitaire card and rolls a red die, while referencing the available
Offensive Actions. On this card, the four possible Offensive Actions are: (1) No Action (ET), (2) Intercept Merchantman with
Warship, (3) Blockade Runner and (4) Damage Control. Mike
rolls 2, so the PP may Intercept! at least one of Mike’s Merchantmen, since the PP has the Warship Leipzig as part of its Force.
Mike turns over the next Solitaire card to reference the Special
Actions section of the card; it states ‘Surprise Attack’. Since the
Special Actions section of the card just drawn was not blank,
Mike turns over another Solitaire card to reference the Special
Actions section of the card; it states ‘Boarding Party’. Since the
Special Actions section of the second card drawn was not blank,
Mike turns over a third Solitaire card to reference the Special
Actions section of the card; it is blank, no additional cards are
turned over at this point.
19
third ship. Since Mike rolled a 4, his second Merchantman, the
Lundy Island, is selected as the target.
As a result of the Solitaire cards drawn, the Leipzig will Intercept! the Lundy Island with a Surprise Attack and a Boarding
Party. The only Reaction card Mike has in his hand is a Break
Contact card—the PP’s Surprise Attack Special Action precludes
its play.
Mike selects the blue, green and red dice listed as the Leipzig’s
Attack Coin. He also selects a single white die listed as the Lundy
Island’s Defense Coin.
Mike rolls both sets of dice. The PP rolls a blue 5, a green 7 and
a red 2; the 7 is modified to a 9 due to the Surprise Attack Special
Action being part of the Intercept!. Mike rolls a 4 for the Lundy
Island. Since the PP’s modified result of 9 is at least double the
Lundy Island’s result of 4, the Lundy Island is captured, due to
the Boarding Party Special Action, and is added to PP’s Force
as a Prize Ship.
Since the PP’s turn did not end with the capture of the Lundy
Island, Mike turns over the next Solitaire card and rolls a red
die while referencing the available Offensive Actions. On this
card, the four possible Offensive Actions are: (1) No Action
(ET), (2) Intercept Merchantman with Raider, (3) Submarine
Torpedo Attack and (4) Interrogate—Random. Mike rolls 3, so
the PP may attack one of Mike’s two remaining Merchantmen
with a Submarine Torpedo attack. An additional Solitaire card
is not drawn at this point, since special actions are only checked
when Warships or Raiders conduct an Intercept!.
Since Mike does not have a Q-Ship or Razzle-Dazzle card in his
hand, there is nothing he can do about the torpedo attack. Again,
Mike decides to let luck determine which one of his Merchantmen will be intercepted, so he rolls a single white die and assigns 1, 2 & 3 to the first ship and 4, 5 & 6 to the second ship.
Since Mike rolled a 4, his second Merchantman, the Appam, is
selected as the target.
Mike selects the blue, white and red dice listed as the Submarine
Torp Attack Coin. He also selects a single green die listed as the
Appam’s Defense Coin.
Mike rolls both sets of dice. The PP rolls a blue 3, a white 2 and
a red 4 and Mike rolls a 3 for Appam. Since the PP’s result of 4
is greater than the Appam’s result of 3, the Appam is damaged
and is marked with a Damage marker.
Mike decides to let luck determine which one of his Merchantmen
will be intercepted, so he rolls a single white die and assigns 1
& 2 to the first ship, 3 & 4 to the second ship and 5 & 6 to the
Since the PP’s turn did not end with the torpedo attack on the
Appam, Mike turns over the next Solitaire card and a rolls red
die while referencing the available Offensive Actions. On this
card, the four possible Offensive Actions are: (1) No Action (ET),
(2) Intercept Merchantman with Raider, (3) Recon Aircraft (ET)
and (4) Breakout. Mike rolls 3, so he must randomly select two
Action cards from his hand. They are placed face down in the
discard pile.
Since the PP’s last offensive action included an (ET) notation,
the PP’s turn ends. Mike draws a new Action card and places
© 2009 GMT Games, LLC
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Kaiser’s Pirates — Living Rules, February 2010
it facedown on the discard pile. Mike also draws a single new
Merchantman card to replace his losses. As a final step, Mike
returns the used cards to the deck and shuffles the Solitaire card
deck.
5.5.2: Mike now must try to make the best of a bad situation,
having lost two of his Action cards and the Lundy Island taken
as a Prize Ship. Even though his options are now more limited
with the loss of the two Action cards, he decides to conduct his
own Intercept! with the Raider Leopard and will also attempt
to intern the Leipzig. Since Mike does not have any Raiders
capable of laying mines, he decides to use a Lay Mines card for
the Intercept! by placing it facedown on the Leopard with the
Intercept! half (horizontal section) of the card positioned for
reading. In addition, Mike places an Interned card facedown in
front of his Force with the non-Intercept! half (vertical section)
of the card positioned for reading. Note that it is still a good idea
to place the committed cards facedown to track what actions
have been taken.
Mike decides to resolve the Leopard’s Intercept! first, by turning
up the Intercept! portion of the Lay Mines card. He selects the
Merchantman Kaipara from the PP’s Force as the target ship.
Mike turns over the top Solitaire card and rolls a red die while
referencing the available Defensive Actions. On this card, the
two possible Defensive Actions are: (1/3) No Response and
(2/4) QQQ. Mike rolls 2, so the Leopard will be recognized at
the conclusion of the Intercept!.
Mike selects the blue, green, and white dice listed as the Leopard’s Attack Coin. He also selects a single green die listed as the
Kaipara’s Defense Coin.
Mike rolls both sets of dice. The Leopard rolls a blue 6, a green
1 and a red 3; he rolls a 4 for the Kaipara. Since the Leopard’s
result of 6 is greater than the Kaipara result of 4, the Kaipara is
damaged and is marked with a Damage marker. Due to the PP’s
QQQ Defensive Action, the Leopard is rotated 90º to indicate
that it is now recognized.
Mike now turns up the Interned card to attempt to remove the
Leipzig from the PP’s Force. Mike selects the blue and green
dice listed as the ‘Challenge’ Coin. He also selects a single blue
die listed as the ‘Response’ Coin. Mike rolls both sets of dice.
He rolls a blue 8 and a Green 4 for the ‘Challenge’ and rolls a 5
for the ‘Response’. Since the result was successful, the Leipzig
is removed from play and placed face up at the bottom of the
Warships & Raiders deck.
Mike discards the two Action cards he played facedown on the
discard pile and then draws a new Action card to end his turn.
It is now the PP’s turn again.
6.0 Optional Rules
Optional rules add some new twists to the game, but also typically increase the complexity and the time to play. Players should
be comfortable with the regular game rules before adding any
of these options. Optional Rules should only be added with the
consent of all players. Many of the optional rules are also applicable when playing solitaire games.
6.1 Coal Pile
All Warships and some Raiders have a high demand for coal (fuel)
and have more difficulties with a Limited Supply situation.
6.1.1 When a Rendezvous Missed card is played a +2 modifier is
applied to the ‘Challenge’ result.
6.1.2 When a Blockade Runner card is played a –1 modifier is
applied to the ‘Challenge’ result.
6.1.3 When in an Island Refuge, a –1 modifier is applied to the
‘Challenge’ result when determining re-supply.
6.2 Sails
Since it was primarily a sailing vessel, the Raider Seeadler is less
susceptible to falling into a Limited Supply situation. However,
its slower speed may hamper its ability to escape an Intercept! or
limit its ability to Intercept! a fast Merchantman. The following
rules all apply to the Seeadler.
6.2.1 When a Rendezvous Missed card is played a –2 modifier is
applied to the ‘Challenge’ result.
6.2.2 When a Blockade Runner card is played a +1 modifier is
applied to the ‘Challenge’ result.
6.2.3 When in an Island Refuge, a +1 modifier is applied to the
‘Challenge’ result when determining re-supply.
6.2.4 If a Break Contact card is played by the Seeadler when it
is intercepted, a –2 modifier is applied to the ‘Challenge’ result
when determining if the Break Contact is successful.
6.2.5 If a Break Contact card is played by a Merchantman
when intercepted by the Seeadler, a +2 modifier is applied to
the ‘Challenge’ result when determining if the Break Contact
is successful.
6.2.6 If a Fast Ship card is played by a Merchantman when intercepted by the Seeadler, an additional –2 modifier, for a total
of –4, is applied to the attack result.
6.3 Wölfchen
A rarity for WWI Raiders, the Wolf carried a small reconnaissance aircraft (Wölfchen—Wolf Cub) that it used to scout ahead
for prime targets and to also steer clear of potential threats. The
following rules all apply to the Wolf.
6.3.1 When a Surprise Attack card is played in conjunction with
a Wolf Intercept!, an additional +2 modifier (for a total of a +4)
is applied to the attack result.
© 2009 GMT Games, LLC
Kaiser’s Pirates — Living Rules, February 2010
6.3.2 A Slim Pickings card may not be played in response to an
announced Intercept! by the Wolf.
6.3.3 When the Wolf is successfully intercepted and plays a Break
Contact Reaction card, a +2 modifier is applied to the Challenge
result to determine if the Wolf succeeds.
6.4 Tournament Balance
This option balances out the Warships, Raiders, and Merchantmen each player receives during just the first Round of a Game;
Rounds two and three are played normally.
6.4.1 Each player is dealt or selects from one the following four
Warships: Dresden, Emden, Königsberg or Nürnberg.
6.4.2 Remove from the Warships & Raiders deck the Warships
Leipzig and Karlsruhe and the Raiders Geier, Iltis, Meteor, and
Seeadler (plus any of the above four Warships if there are less
than four players) and shuffle and deal each player their remaining two Raiders from the now limited ten-card deck. After all
players have their initial three Warships & Raiders, return all the
removed ships to the deck and reshuffle.
6.4.3 With the exception of the William P. Frye, each player
is dealt or selects one each of a ‘5’, ‘7’ and ‘9’ Victory Award
Merchantman. After all players have their initial three Merchantmen, return the William P. Frye card to the deck; reshuffle and
start the game.
6.5 Beyond 1914
This option employs only the ships that were historically available at the beginning of 1915. It places a greater emphasis on
Raiders by changing the initial ratio of available Raiders to
Warships from 14:6 to 10:2.
6.5.1 Remove and set aside from the Warships & Raider deck
the Emden, Leipzig, Karlsruhe, Nürnberg, Berlin, Cap Trafalgar,
Kaiser Wilhelm der Grosse and the Cormoran. They are not used
in the game.
6.5.2 This option limits the number of additional Warships &
Raiders available during each Round through Breakout cards.
In fact, in a four-player game all of the available Warships &
Raiders are in play at the start of each Round. When all ships
are in play for a Round, Breakout cards have no effect. Do not
reshuffle the deck during a Round if the only available ships
are those that were removed from play due to heavy weather,
internment, recall, or scuttling.
6.5.3 In a four-player game, the players may mutually agree to
remove from play and set aside the three Breakout cards, since
their only value would be use as Intercept! cards.
6.5.4 For those players striving for complete historical accuracy,
also remove the following 19 Merchantmen: Anne de Bretagne,
Banksfield, Bowes Castle, City of Winchester, Diplomat, Elsinor,
Hyades, Indrani, Kaipara, King Lud, La Correntina, Lovat,
Manchester Commerce, Maria, Pontoporos, Rio Iguassu, Ryazan,
Troilus and Vandyck. These ships were lost in 1914.
21
6.6 Fast Raiders
The five Raiders Berlin, Cap Trafalgar, Kaiser Wilhelm der
Grosse, Kronprinz Wilhelm, and Prinz Eitel Friedrich are all
classified as Fast Raiders.
6.6.1 If an intercepted Merchantman plays a Fast Ship card, these
Raiders may Intercept! the Merchantman normally by applying
the –2 modifier to the attack result ,or may decide to ‘run down’
the Merchantman and Intercept! it by ignoring the –2 modifier.
If they ‘run down’ a Merchantman, at the conclusion of the
Intercept! the Raider must then roll for Limited Supply with a
d10 vs. 10/d4 Challenge roll. If unsuccessful, place a Limited
Supply marker on the ship.
If the Raider was already at Limited Supply prior to the Intercept!,
it may not ‘run down’ a Merchantman.
6.6.2 In addition, these five fast raiders drew anywhere from 30%
to 50% more water than the other ships depicted in the game.
Therefore, when one of these ships attempts a Shallow Run, a –2
modifier is applied to the ‘Challenge’ result when determining
damage crossing the shoal. This is in addition to any existing
damage modifier.
6.7 Warship & Raider Retention
Players may normally retain only a single Warship or Raider
from Round to Round. With this option, players may retain up
to three Warships and/or Raiders.
6.7.1 If two ships are retained from the previous Round, the player
is dealt only four Action cards to begin the round.
6.7.2 If three ships are retained from the previous Round, the
player is dealt only three Action cards to begin the round.
6.8 Additional Damage
In the Basic Game, additional damage results are ignored if a ship
already has a Damage marker. With this option, any additional
damage results are applied.
6.8.1 If a damaged ship receives additional damage results, the
ship is marked with a Damage marker for each occurrence.
6.8.2 For each Damage marker, a –2 modifier is applied to attack
dice roll results, defense dice roll results, and each occurrence
when determining Break Contact (–2 modifier for each marker),
Internment (+2 modifier for each marker) or Shallow Run (–2
modifier for each marker). Die rolls may not be modified below
a 1.
6.8.3 A Damage Control card or each successful repair while in
an Island Refuge, removes only a single Damage marker. A ship
may stay in an Island Refuge for any length of time to remove
one or more Damage markers, rolling each turn to remove a
single marker.
© 2009 GMT Games, LLC
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Kaiser’s Pirates — Living Rules, February 2010
6.9 Torpedo Attacks vs. Prize Ships
With this option, a submarine is able to ‘mistakenly’ launch a
torpedo attack against an opposing, unrecognized Prize Ship.
6.9.1 The player announces the submarine torpedo attack
normally, but in this case states that the target is an opposing,
unrecognized Prize Ship. The attack is not automatic, since it is
essentially a German on German attack. The attacking player
must roll a 10/8 vs. 10 challenge roll to successfully initiate the
attack. If unsuccessful, the Submarine card is discarded normally; the player may not instead announce an attack against a
Merchantman.
6.9.2 The player controlling the Prize Ship may not play a Q-Ship
or Sail Q-Ship card in response, but may play a Razzle-Dazzle
card.
the ‘Challenge’ result when determining if the Break Contact
is successful.
6.12 Prize Ship Re-Supply
German commanders often retained Prize Ships as part of their
Force to serve as sources of supply, especially coal. Once a prize
ship’s supplies were exhausted, it was typically scuttled.
6.12.1 Anytime during a friendly turn, if a player has a Prize
Ship as part of their Force and also has a Warship or Raider
marked with Limited Supply, including a ship in an Island
Refuge, a single Warship or Raider may be (owning player’s
choice) automatically re-supplied from the Prize Ship; remove
the Limited Supply marker. If the player has more than one Prize
Ship, multiple Warships and/or Raiders may be re-supplied on
a one-for-one basis.
6.10 Shallow Pursuit
6.12.2 After re-supplying the player’s Warship or Raider, the
player must determine if the Prize Ship’s supplies were exhausted
with a 10 vs. 10/8 Challenge roll. If unsuccessful, the Prize is
immediately scuttled and removed from the player’s Force and
added to the player’s Victory Award pile. The ship is counted at
its listed Victory Award (not at twice the listed Victory Award).
6.10.1 The intercepting player must announce the pursuit before the defending
player determines if the Merchantman
was damaged crossing the shoal.
6.12.3 The use of this option replaces the re-supply rule associated with Boarding Party and Non-Combatant cards. If
the intercepting ship is re-supplied by the Prize Ship when it
is captured (not required), the player must follow the process
outlined in 6.12.2 above to determine if the Prize Ship’s supplies
were exhausted.
With this option, when a Shallow Run
card is played, a Warship or Raider may
pursue a Merchantman across the shoal
and continue the Intercept!. The British
Forces may never pursue.
6.10.2 The two players simultaneously determine if either ship
was unsuccessful trying to cross the shoal. Any damaged received
as a result of crossing the shoal then applies when determining
the result of the Intercept!. Note that both ships could be damaged or sink as a result of crossing the shoal.
6.10.3 If a ship that is already damaged is unsuccessful (a –2
modifier is applied to the ‘Challenge’ result), the ship is sunk
instead before resolving the Intercept!—the opposing player adds
the ship to their Victory Award pile.
6.10.4 As converted passenger liners, the five fast raiders drew
anywhere from 30% to 50% more water than the other ships depicted in the game. Therefore, when one of these ships attempts
a Shallow Pursuit, a –2 modifier is applied to the ‘Challenge’
result when determining damage crossing the shoal. This is in
addition to any existing damage modifier.
6.11 Merchant Sailing Ships
Due to their unique silhouette and limited speed, whenever one of
the 12 merchant sailing ships (Anne de Bretagne, Buenos Ayres,
Charles Gounod, Dee, Dupleix, Invercoe, Isabel Browne, John H.
Kirby, Maréchal Davout, Staut, Størebror, or the William P. Frye)
is intercepted or attacked, the following conditions apply.
6.11.1 AMC, Q-Ship or Fast Ship Reaction cards may not be
played.
6.11.2 If a Break Contact Reaction card is played by a Merchant
Sailing Ship when it is intercepted, a –2 modifier is applied to
Play Notes
Merchantmen in Kaiser’s Pirates
Players may wish to know the range and point value of the Merchantmen in Kaiser’s Pirates, to have a better idea of relative
value of the available cards. The number of cards, (and percentage
of the available deck) follows.
3 VA ships: 13 (21%)
7 VA ships: 19 (32%)
5 VA ships: 19 (32%)
9 VA ships: 9 (15%)
Historical Notes
British Merchant Ships: All British flag merchant ships, e.g., the Clan Mactavish, are depicted
with the “Red Ensign” as their national flag. Some sources indicate that a few of these ships may have actually flown the “Blue
Ensign” from their mastheads. Since all Blue Ensign warrants
were officially cancelled on 21 August 1914, and not re-introduced until 19 May 1919, contradictory information exists as to
the exact configurations. Therefore, Red Ensigns were used as
the default in this game.
Ship pictures: When creating the card ship pictures, all attempts
were made to research, locate and use an actual image. However,
in some cases this was just not possible, For those ships, we created a picture based upon the best available information.
© 2009 GMT Games, LLC
23
Kaiser’s Pirates — Living Rules, February 2010
Merchantmen List
Name
Anne de Bretagne
Appam
Banksfield
Bowes Castle
Brecknockshire
Buenos Ayres
Charles Gounod
City of Winchester
Clan Mactavish
Cumberland
Dee
Demeterton
Diplomat
Dramatist
Dupleix
Elsinor
Floride
French Prince
Georgic
Guadeloupe
Highland Brae
Hitachi Maru
Horngarth
Hudson Maru
Hyades
Igotz Mendi
Indrani
Invercoe
Isabel Browne
John H. Kirby
Safe Passage
Dice
White vs. Red
White vs. Green
White vs. White
White vs. White
White vs. Blue
White vs. Red
White vs. Red
White vs. Green
White vs. Green
White vs. Blue
White vs. Red
White vs. Green
White vs. Green
White vs. Green
White vs. Red
White vs. Green
White vs. Green
White vs. White
White vs. Blue
White vs. Green
White vs. Green
White vs. Green
White vs. White
White vs. White
White vs. White
White vs. White
White vs. Green
White vs. Red
White vs. Red
White vs. Red
Warship and Raider List
Ship Name
Raider?
Defense
Dice
Red
Green
White
White
Blue
Red
Red
Green
Green
Blue
Red
Green
Green
Green
Red
Green
Green
White
Blue
Green
Green
Green
White
White
White
White
Green
Red
Red
Red
VA
Value
3
7
5
5
9
3
3
7
7
9
3
7
7
7
3
7
7
5
9
7
7
7
5
5
5
5
7
3
3
3
Special
Characteristics
1. Berlin
Yes
Fast, Mines, Coal
2. Cap Trafalgar
Yes
Fast, Coal
3. Cormoran
Yes
4. Geier
Yes
5. Greif
Yes
Mines
6. Iltis
Yes
Mines
7. Kaiser Wilhelm Grosse
Yes
Fast, Coal
8. Kronprinz Wilhelm
Yes
Fast, Coal
9. Leopard
Yes
10.Meteor
Yes
Mines
11. Möwe
Yes
Mines
12.Prinz Eitel Friedrich
Yes
Fast, Coal
13.Seeadler
Yes
Sails
14.Wolf
Yes
Wölfchen, Mines
15.Dresden
Coal
16.Emden
Coal
17.Karlsruhe
Coal
18.Königsberg
Coal
19.Leipzig
Coal
20.Nürnberg
Coal
Name
Safe Passage
Dice
Kaipara
White vs. Green
Katherine
White vs. White
King George
White vs. White
King Lud
White vs. White
La Correntina
White vs. Blue
Lovat
White vs. Green
Lundy Island
White vs. White
Luxembourg
White vs. White
Manchester CommerceWhite vs. Green
Maréchal Davout
White vs. Red
Maria
White vs. White
Mary Ada Short
White vs. White
Matheran
White vs. Green
Mongolia
White vs. Blue
Mount Temple
White vs. Blue
Otaki
White vs. Blue
Pontoporos
White vs. White
Rio Iguassu
White vs. White
Ryazan
White vs. White
Saxon Prince
White vs. White
Staut
White vs. Red
Størebror
White vs. Red
The Ramsey
White vs. Red
Thorsten
White vs. Red
Troilus
White vs. Green
Turritella
White vs. Green
Vandyck
White vs. Blue
Voltaire
White vs. Blue
William P. Frye
White vs. White
Worcestershire
White vs. Green
Attack
Dice
Blue, Red
Blue
Blue, White
Red
Blue, Green
Red
Green, White
White
Blue, Green, White
Green
Blue, White, Red
Blue, White
Green
Blue, Green, White
Blue, Green, Red
Blue, Green, Red
Blue, Green, White
Blue, Green, Red
Blue, Green, Red
Blue, Green, Red
© 2009 GMT Games, LLC
Defense
Dice
Defense
Dice
VA
Value
Green
White
White
White
Blue
Green
White
White
Green
Red
White
White
Green
Blue
Blue
Blue
White
White
White
White
Red
Red
Red
Red
Green
Green
Blue
Blue
White
Green
7
5
5
5
9
7
5
5
7
3
5
5
7
9
9
9
5
5
5
5
3
3
3
3
7
7
9
9
5
7
VA
Value
Blue, White18
Blue, Green16
White14
Green
9
Green17
Green10
Blue, Red16
Blue, White13
Green19
White11
Green18
Green, Red16
White10
Blue
22
Blue, White, Red
21
Blue, White, Red
21
Blue, Green, Red
23
Blue, White, Red
21
Blue, Green
20
Blue, White, Red
21
24
Kaiser’s Pirates — Living Rules, February 2010
DRMs to Intercept! Attack Die Roll:
–2 Limited Supply
–2 Damaged Ship (see also Optional Rule 6.8)
–1 Night Action
+3 Searchlight (Assist Card in a Night Action only)
–2 Fast Ship (Response Card for a Merchantman vs. Raider)
–2 Non-Combatant (Response Card for a Merchantman)
+2 Surprise Attack (Assist Card)
+2 Monitor (against Island Refuge only)
DRMs to Intercept! Defense Die Roll:
Game Credits
RESEARCH, DESIGN & DEVELOPMENT:
RULES:
James M. Day
EDITORS:
James M. Day
Kevin Duke and Michael Craighead
CARD ILLUSTRATIONS: Ward
CARD LAYOUT:
ART DIRECTOR:
Morgan
Jeff Billings, Becky Siebe
Rodger MacGowan
BOX ART AND PACKAGE DESIGN:
Rodger MacGowan
Jeff Billings, Michael Craighead, Bruce
Kohrn, Craig Taylor, Bob Titran and Jay Wissmann.
PLAYTESTING:
–2 Damaged Ship (see also Optional Rule 6.8)
PRODUCTION COORDINATION: Tony
DRMs to Challenge Die Roll:
Curtis
Tony Curtis, Rodger MacGowan, Andy
Lewis, Gene Billingsley and Mark Simonitch
+2 Blockade Runner with Prize Ship
–2 Break Contact with a Damaged Ship
–2 Break Contact with a limited supply ship
+1 Fair Seas
+2 Interned Limited Supply and/or Damaged
+2 Non-Combatant for Safe Passage
–2 Rendezvous Missed with Prize ship
–2 Shallow Run with Damaged Ship
PRODUCERS:
Player Turn Summary
1. Commit any number of legal action cards.
DRMs to Challenge Die Roll (Optional Rules):
Coal Pile:
+2 Rendezvous Missed
–1 Blockade Runner
–1 Re-supply when in an Island Refuge
Sails:
–2 Rendezvous Missed
+1 Blockade Runner
+1 Re-supply when in an Island Refuge
–2 Break Contact (Response Card for Seeadler)
+2 Break Contact (Response Card for a Merchantman)
–4 Fast Ship (Response Card for a Merchantman)
Wölfchen:
+4 Surprise Attack (Assist Card)
+2 Break Contact (Response Card for Wolf)
Fast Raiders:
–2 Shallow Run (Response Card for a Fast Raider)
Additional Damage:
–2 Break Contact per Damaged Marker (Response
Card)
+2 Interned per Damage Marker
–2 Shallow Run per Damage Marker (Response Card)
Shallow Pursuit:
–2 with a Damaged Ship
–2 with a Fast Raider
Merchant Sailing Ship:
–2 Break Contact (Response Card)
2. Place remainder of hand aside. No further Action cards
may be played out of the hand—exception ReFlag.
3. Execute committed cards in any order desired.
Only one player per turn may be attacked with Intercept!,
mines or torpedo attack type cards (see section 3.1.3).
ASSIST CARDS: can only be played in combination
with an Intercept! mines or torpedo attack card.
REACTION CARDS: are played directly from the defending player’s hand in response to an Action card.
Non-Intercept! cards: may be played against the
same player or one other player.
4. Discard all committed cards (whether played or not).
5. Draw one Action card, regardless of how many you
played (even if you did not play any!)
6. If needed, each player draws Merchantmen cards so that
they all have 3 in front of them.
© 2009 GMT Games, LLC
GMT Games, LLC
P.O. Box 1308, Hanford, CA 93232-1308
www.GMTGames.com
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