Pirates of the Carribean LIFE : Dead Man's Chest (Alternate Rules) 2.13


A Brief Explanation
Having played Star Wars LIFE, I had high expectation for Pirates LIFE which went rather dramatically unfulfilled.

Mainly, the division between Pirates and Landlubbers seemed artificial (since when has Norrington been a Landlubber?), the board was too short, and there was little to no interaction. Ships had no character, there was only one value for combat, and it ultimately made little difference which captain you had -- they all played the same way.

As I played the game, I thought of a few ways to liven it up. The following rules and card modifications are the result.

My friends and I have enjoyed these alternate rules immensely. Give them a try; it makes for a much more fun-filled game.

Basic Assumptions
  1. First off, let's get one thing straight: this isn't between pirates and landlubbers. It's between Pirates and the Royal Navy.
  2. However, the line between the two is slippery. It can be hard to tell the difference between a good pirate and a bad royal captain.
  3. On the other hand, some characters are firmly in one camp or the other.
  4. And more freaking ships than the Black Pearl have a name.
  5. And mascots without personality aren't worth much.


Therefore, here are the altered rules and card texts (Some cards replace existing cards; this is noted in the card text):

Commodore Norrington
Alignment: Royal Navy
Pay: 600
Attack/Defense: 3/4
"By remembering that I serve others, not only myself."

Governor Swann
Alignment: Royal Navy
Pay: 900
Attack/Defense: 0/1
*Replaces Pintel

"Even the right decision, if made for the wrong reasons, can be the wrong decision."


Lord Cutler Becket
Alignment: Royal Navy
Pay: 700
Attack/Defense: 3/1

"I'm afraid currency is the currency of the realm."

Bootstrap Bill
Alignment: Borderline
Loot/Pay: 600
Attack/Defense: 2/2
*May pay $100 to move backwards his next turn. Share the Loot only applies when moving forward. Pays a maximum of $100 to Davy Jones or the Kraken.

"Once you've sworn an oath to the Dutchman, there's no leaving it. Not until your debt is paid."


Will Turner
Alignment: Borderline
Loot/Pay: 800
Attack/Defense:1/3

"I am not obsessed with treasure."

Elizabeth Swann
Alignment: Borderline
Loot/Pay: 700
Attack/Defense: 0/1
*Is always considered Royal Navy for purposes of defending against raids.

"There will come a moment when you will have a chance to show it. To do the right thing."


Captain Jack Sparrow
Alignment: Pirate
Loot: 600
Attack/Defense: 4/4

"I love those moments. I like to wave at them as they pass by."

Captain Barbossa
Alignment: Pirate
Loot: 800
Attack/Defense: 3/1

"The code's more what you'd call 'guidelines' than actual rules."

Captain Davy Jones
Alignment: Pirate
Loot: 200/Davy Jones
Attack/Defense: 1/1
*Any ship under the command of Davy Jones is considered the Flying Dutchman, with combat values of 3/3. Does not have to pay Davy Jones or the Kraken, but receives the money from any such spaces/Life cards.
Replaces Tia Dalma.

"Help! I don't have many memorable quotes!"


Captain Effects:

A captain adds their attack value and defense value to the ship they are commanding. They also draw pay/loot every time they pass a "Share the Loot" space.

Captains with the alignment of Royal Navy and Pirate are stuck with this alignment; they may not change. However, Borderline Captians may at times be one or the other.

Borderline Alignment Captains may choose to start on either the Pirate or Royal Navy path.

Share the Loot:
Royal Navy Captains draw pay directly from the treasury. Pirate Captains may draw loot from their treasury or gain half their loot from another player (i.e. Captain Borbossa could take 800 from the Treasury or take 400 from another Captain).
Borderline Captains may also use the Pirate method, but in so doing must place the money separately in a "Pirate Stash." A Borderline Captain who has anything (money, Life tiles, etc.) in his/her Pirate Stash is considered a Pirate for all cards and rules that affect Pirates.
Anything received as a direct result of taking the Pirate path at the beginning is also placed in a Borderline Captain's Pirate Stash.

Life:
Certain Life Cards will give bonuses to those of a Pirate Alignment. A Borderline Captain may elect to receive this bonus, but must put it in their "Pirate Stash."
If a Borderline Captain has anything in their Pirate Stash, they must take the Pirate Path on all Life Cards.

Shipyard:
Certain ships (The Black Pearl, the Dauntless) are affiliated with a specific alignment. They may only be purchased by the same alignment or by Borderline Captains (Pirate Only going into their "Pirate Stash.")

Acquire Vessel:
Pirate Captains have the option of attacking any other player's vessel in order to acquire it (once in play, a Ship's alignment restriction no longer applies.) If the attack succeeds, the Pirate Captain replaces their ship with the new ship, and the defender has the option of either taking the attacker's ship or trading it in for a draw from the Ship Deck (lovely pun). In the case of a trade-in, money is paid or received based on the exchange amount.
Borderline Captains may elect to use the Pirate Captain's ability to attack a ship through Acquire Ship, but any ship so taken must be placed in their "Pirate's Stash."
Royal Navy Captains may pay for new ships, but may not use Acquire Vessel to attack Pirate Ships. Borderline Captains may also elect to simply pay for a new ship.

Raid!: Pirate Captains may attack another player; if the attack succeeds, the attacker rolls a dice (spins) and the defender must pay the attacker 100 times this amount. Borderline Captains who elect to use this ability must put the money in their "Pirate Stash."
Royal Navy Captains (as well as Borderline Captains whether they have anything in their Pirate Stash or not) may elect to attack any Pirate Ship (or Borderline Ship whose Captain has something in their Pirate Stash). If the attack succeeds, the defender loses their ship and must pay for a new one (at half price.)

Note that neither Acquire Vessel nor Raid! are mandatory.

Ships:

The Black Pearl
$ 4,000
Attack/Defense: 4/3
*Pirate Only on purchase
A pirate captain of the Pearl may take an extra $50 when using Share the Loot on another player.

"You've seen a ship with black sails, piloted by the damned, and captained by a man so evil that Hell itself spat him back out again?"


The Dauntless
$3,500
Attack/Defense: 4/4
*Replaces Ship of the Line.
Royal Navy Only on purchase.

"The Dauntless is the power in these waters, sure enough."


The Triton
$3,000
Attack/Defense: 3/3
*Replaces Galleon

The Interceptor
$2,500
Attack/Defense: 2/2
*Replaces the Brigantine.
The Interceptor may move an extra tile each turn if the Captain so desires.

"But there's none as can match the Interceptor for speed."


The Scourge
$2,000
Attack/Defense: 3/1
*Replaces the Schooner.

"Everybody's thinking it; I'm just saying it . . . pirates."


Captain's Fancy
$2,000
Attack/Defense: 2/2
*Replaces the Frigate

"Most merchant vessels run heavily armed."


Smuggler's Craft
$1,000
Attack/Defense: 1/2
*Replaces the Cutter.
The Captain's last Life tile may never be taken away.

"The rum-runners used this island . . ."


Maid of the Shallows
$800
Attack/Defense: 2/1
*Replaces the Corvette

"It's a schilling to tie up your boat . . ."


Sloop John B.
$700
Attack/Defense: 1/1
*Replaces the Sloop.

The Sloop John B. may move one less square than shown on the dice if the Captain So Desires.


Mascots:

Mascots are special pets and often stalwart companions of the Captains. They can often run small and effective errands in lieu of direct conflict. Each mascot has a special ability that may be used as specified on the card.
I highly recommend moving the "Choose Mascot" to an earlier spot (preferably before the second branching).

Parrot:
$300
When you land on a Life space, you may, after looking at the top card, choose to keep that card or shuffle it into the deck and draw a different one.

Monkey:
$300
The monkey has an attack of 3. During an attack on an opponent's ship, make a roll against the defending Captain's defense. If the monkey wins, steal one of your opponent's life tiles at random.

Donkey:
$200
If you land on a Share the Loot space (instead of passing by it), draw an extra Life Tile.

Pig:
$200
The enemy's defense is reduced by 1. May not be owned by Elizabeth.

Dog:
$100
Your defense is increased by one.

Cat:
$100
During any attack where your opponent also has a mascot, you each make a roll - if the cat rolls higher, the opposing mascot is discarded.

Crab:
$50
You may discard the Crab to satisfy a Kraken attack instead of paying.

Chicken:
$50
You may discard the Chicken to satisfy any Cannibal condition.

Life Cards

In all Life Cards, the designation Landlubber should be replaced with Royal Navy. In addition, the following cards have had their texts modified to prevent the giving out of 5 billion Life Tiles per game.

Treacherous Waters!
Lose a turn.

You spy Davy Jones' ship and avoid a battle.
Keep this card and use it to cancel an attack on your ship.

You escape the cannibals with plenty of gold.
Collect 2 Life Tiles. If a Pirate, collect $100.

Voyage around unfriendly islands and discover one with friendly natives.
Collect 1 Life tile. If not a Pirate, collect another Life tile.

You've been talking of Mutiny!
If a Pirate, you may trade Captains for another (unused) Pirate Captain.
If Royal Navy, you must pay $50 for a new crew.

After a night on the town, two Captains get on the wrong ship!
Trade your ship for an unused ship, ignoring all costs.

Obtain a new map of the sea.
If a Pirate, you must move backward on your next turn. If Royal Navy, collect a Life tile.

On a deserted island, you discover a cave with riches.
Collect $500. If you are a Pirate, collect an extra $100.

Ah! Aristocrats on a slow-moving galleon!
If you are a Pirate, collect 400$. If you are Royal Navy escort them to safety for a Life tile.

The Kraken wrecks an old sloop.
If you are a Pirate, collect flotsam and $100. If you are Royal Navy, collect survivors and a Life tile.

You discover a sea of ghost ships riddled with Cannonballs.
If you are a Pirate, collect a Life tile.

After a brave fight, you and your men capture another pirate's ship.
You may exchange your ship with an unused ship in the deck other than the Dauntless or the Black Pearl.

While searching the ship, you find a stash of silks and jewels.
Collect $750.

Another Pirate Vessel surrenders after a short battle.
If you are a Pirate, collect $200.
If you are Commodore Norrington, imprison them and collect a Life tile.

After a hard day at sea, you sit back and enjoy a good meal.
If you are not a Pirate, collect $350.

An Old Coat cheats you at dice.
Pay $300. If you are a Pirate, take a Life tile.

You chart a new course out to sea.
If you are a Pirate, you may elect to move backwards on your next turn. If you are Royal Navy, collect a Life tile.

While searching the ship, you discover the tattered drawing of a key.
Keep this card. Cancel one payment to Davy Jones.

Sandwiched between massive cliffs of rock, you cautiously navigate your way out of danger.
If you are a Pirate, collect a Life tile. If you are Royal Navy, you may elect to move backward on your next turn.

You spot and board a well-stocked Brigantine and take supplies for the ship.
If you are a Pirate, receive $350. If you are Royal Navy, pay $100 in damages.

The King signed over a Letter of Marque, entitling you to attack any enemy of the Crown.
If Royal Navy, gain a Life tile and advance to the nearest Raid! If Pirate, lose a Life tile and move backwards to the nearest Acquire Ship.

Attack and Pillage a Spanish Galleon!
Collect $1000.

You and your crew hold a nobleman hostage. His family pays you with jewels.
If a Pirate, gain $500. If Royal Navy, lose a Life tile and gain $250.

A friendly dog warns you that Jones' men are about.
Keep this card. Cancel a payment to Davy Jones.

Your crew surprises a village of cannibals.
Collect a Life tile.

You and your crew escape a ferocious and deadly battle with the crew of the Flying Dutchman.
Cancel one attack.

Victory Conditions: If a ship of the Royal Navy is the first to make it to Isla Cruces, then victory is handled by the greatest amount of money - turn in Life tiles (doubling for mascots).
If a Pirate is the first to make it to Isla Cruces, then each ship that enters afterwards must attack the ship already there - Life tiles are added to the attack and defense of each ship. The entering ship is the attacker. Should the attacker win, the previous ship is sunk (and not returned to the play deck) and the attacker becomes the new defender for any following ships. If the Defender wins, the attacking ship is sunk and not returned to the play deck. The last player on the board, in this case, wins the game.
In all cases, a ship at Isla Cruces may not be exchanged, returned to the ship deck, attacked or otherwise affected except through the Pirate victory condition.