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Gamehelplibertaliawindsofgalecrest

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Overview

In Libertalia: Winds of Galecrest, 1–6 players command crews of sky pirates competing for treasure and glory over three voyages. Each voyage, players secretly and simultaneously choose one character to send ashore each day, hoping to time their choice well against rivals doing the same. At the end of the third voyage, the player with the most accumulated wealth wins.

Goal

Have the highest score (doubloons) on your score dial after 3 voyages. Ties are broken by reputation (farther right on the reputation track wins).

Setup

  • Each player takes a full deck of 40 numbered character cards (1 lowest rank – 40 highest), a score dial set to 0, and a graveyard tile.
  • All 6 reputation tokens are mixed together and placed randomly across the 6 spaces of the reputation track (used regardless of player count).
  • All loot tokens go into the bag. Choose which side of the board to use:
    • Calm – simpler, friendlier loot abilities
    • Stormy – more complex, devious loot abilities

Before Each Voyage

  1. Populate loot tokens — draw tokens randomly from the bag onto each day of the upcoming voyage, one per player (3 tokens per day in a 2-player game).
  2. Deal cards — everyone gains the same 6 character cards, added to any cards left over from previous voyages.
  3. Gain doubloons — equal to the number printed beneath your reputation token on the track.

The three voyages last 4, 5, and 6 days respectively.

Each Day

All players simultaneously choose one character card from their hand and play it face-down. Once everyone has chosen, reveal all cards together and place them on the island in ascending rank order (lowest rank to the left). If two players reveal the same character, the player with higher reputation places theirs farther to the right.

Then resolve four phases in order:

1. Daytime

Starting from the lowest-ranked character (leftmost) and moving right, each player activates their character's daytime ability, if it has one.

2. Dusk

Starting from the highest-ranked character (rightmost) and moving left, each player with a character still on the island:

  1. Takes a loot token from the current day (if any are left).
  2. Activates any dusk abilities on their character and/or the loot token just gained.
  3. Moves their character into their ship (face up, in front of them).

Any loot tokens left on the island after dusk are returned to the bag.

3. Night

All players simultaneously activate the night abilities of every character currently in their ship, in whatever order they choose.

End of Voyage

After the night phase of the final day:

  1. Anchor abilities — activate any anchor abilities on characters and loot tokens in your ship, in any order.
  2. Score — add your doubloons to your score dial, then discard all doubloons.
  3. Cleanup — discard all loot tokens and characters in your ship to your graveyard. Cards still in your hand (never played) carry over to the next voyage.

Reputation

  • Reputation is a tiebreaker and a source of starting doubloons each voyage; it can also be gained or lost via character and loot abilities.
  • Moving right on the track = gaining reputation; moving left = losing it.
  • If a gain/loss would move a token past the end of the track, each "extra" step is instead worth 1 doubloon.

Loot Tokens

Seven types: map, barrel, relic, saber, amulet, hook, and chest — each with an ability printed on the board (varies by Calm/Stormy side).

  • Dusk abilities on a loot token only trigger the moment it's first gained, not if it later changes hands.
  • Some loot tokens also have abilities that trigger at night or as an anchor ability at voyage end.
  • Unclaimed tokens return to the bag at the end of dusk each day, and (unless stated otherwise) all tokens return to the bag at the end of each voyage.

2-Player Mode

  • The Midshipman tile covers the 2nd and 3rd spaces of the island (counts as rank 20.5).
  • Only 3 loot tokens are available per day (instead of matching player count).
  • If your played character is the only one ranked 20 or below, it must be placed directly left of the Midshipman.
  • At dusk, whoever is directly left of the Midshipman has their opponent remove one loot token from the day before they take theirs.
  • The Midshipman itself can never be discarded, and can't gain or give anything.

End of Game

After the third voyage's end-of-voyage steps, everyone reveals their score dial. Highest score wins; ties go to whoever has the higher reputation.